diff options
author | Harley Acheson <harley.acheson@gmail.com> | 2020-10-19 18:51:50 +0300 |
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committer | Harley Acheson <harley.acheson@gmail.com> | 2020-10-19 19:11:00 +0300 |
commit | 84ef3b80de4915a24a9fd2fd214d0fa44e59b854 (patch) | |
tree | cb96a1acf6e63988a6167744c08ffd3a5e6d1a8d /source/blender/draw/engines/overlay/shaders | |
parent | a9f2641cb64c6e3bfd2d9b162f4ede4efc988244 (diff) |
Spelling: Miscellaneous
Corrects 34 miscellaneous misspelled words.
Differential Revision: https://developer.blender.org/D9248
Reviewed by Campbell Barton
Diffstat (limited to 'source/blender/draw/engines/overlay/shaders')
-rw-r--r-- | source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl | 2 | ||||
-rw-r--r-- | source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl | 2 |
2 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl index b720be0c7d1..45ebad0aafe 100644 --- a/source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl @@ -38,7 +38,7 @@ void main() mat3 normal_mat = transpose(inverse(mat3(model_mat))); /* TODO FIX: there is still a problem with this vector * when the bone is scaled or in persp mode. But it's - * barelly visible at the outline corners. */ + * barely visible at the outline corners. */ ssNor = normalize(normal_world_to_view(normal_mat * snor).xy); ssPos = proj(pPos); diff --git a/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl b/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl index c77c89396af..1c54076f3ea 100644 --- a/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl @@ -124,7 +124,7 @@ void straight_line_dir(bvec4 edges1, bvec4 edges2, out vec2 line_start, out vec2 vec2 diag_offset(bvec4 edges) { /* X_NEG | Y_POS as reference. Other cases are rotated to match reference. - * So the line is comming from bottom left. */ + * So the line is coming from bottom left. */ if (all(edges.wz)) { /* Horizontal line. */ return vec2(2.5, 0.5); |