diff options
author | Campbell Barton <ideasman42@gmail.com> | 2020-04-03 08:59:34 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2020-04-03 09:25:58 +0300 |
commit | 973e1f9d9a967132cc76fbbcd485979ac27e10c5 (patch) | |
tree | 8b7c948cbabcbd9435f7fbaa04f4429cd8e0241a /source/blender/draw/engines/gpencil | |
parent | 05dcb007e181c961c0db87c1ce4745ae2d1d0fd0 (diff) |
Cleanup: use term 'attr' instead of 'attrib'
This was already the case in most parts of the GPU API.
Use full name for descriptive-comments.
Diffstat (limited to 'source/blender/draw/engines/gpencil')
-rw-r--r-- | source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl index 54b2369b32b..e2606473d07 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl @@ -212,7 +212,7 @@ uniform vec4 layerTint; uniform float layerOpacity; /* Used for onion skin. */ uniform float strokeIndexOffset = 0.0; -/* All of these attribs are quad loaded the same way +/* All of these attributes are quad loaded the same way * as GL_LINES_ADJACENCY would feed a geometry shader: * - ma reference the previous adjacency point. * - ma1 reference the current line first point. @@ -236,7 +236,7 @@ in vec4 uv2; in vec4 col1; in vec4 col2; in vec4 fcol1; -/* WARNING: Max attrib count is actually 14 because OSX OpenGL implementation +/* WARNING: Max attribute count is actually 14 because OSX OpenGL implementation * considers gl_VertexID and gl_InstanceID as vertex attribute. (see T74536) */ # define stroke_id1 ma1.y # define point_id1 ma1.z @@ -389,7 +389,7 @@ void stroke_vertex() mat4 model_mat = model_matrix_get(); - /* Avoid using a vertex attrib for quad positioning. */ + /* Avoid using a vertex attribute for quad positioning. */ float x = float(gl_VertexID & 1) * 2.0 - 1.0; /* [-1..1] */ float y = float(gl_VertexID & 2) - 1.0; /* [-1..1] */ |