diff options
author | Campbell Barton <campbell@blender.org> | 2022-10-06 04:12:09 +0300 |
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committer | Campbell Barton <campbell@blender.org> | 2022-10-06 04:13:00 +0300 |
commit | 87d737cd792183d409760ab1f0a778abb9f1daa3 (patch) | |
tree | 14e4a18e75eb3adc20e1b5579ab4fa27cadeb839 /source/blender/draw/engines/overlay | |
parent | 51bd26d0faad306183c58bff0865b72cf99fbe90 (diff) |
Cleanup: spelling in code comments
Diffstat (limited to 'source/blender/draw/engines/overlay')
9 files changed, 15 insertions, 15 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl index 91eb6265192..bb45f213046 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl @@ -25,8 +25,8 @@ void main() * doing it per instance on CPU and sending it on via instance attribute. */ 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 - * barely visible at the outline corners. */ + * when the bone is scaled or in perspective mode. + * But it's barely visible at the outline corners. */ geom_in.ssNor = normalize(normal_world_to_view(normal_mat * snor).xy); geom_in.ssPos = proj(geom_in.pPos); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert_no_geom.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert_no_geom.glsl index 12749e5b3a7..aee5087fc5a 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert_no_geom.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert_no_geom.glsl @@ -52,7 +52,7 @@ void do_vertex_shader(mat4 in_inst_obmat, void main() { /* Outputs a singular vertex as part of a LineList primitive, however, requires access to - * neighbouring 4 vertices. */ + * neighboring 4 vertices. */ /* Fetch verts from input type lines adjacency. */ int line_prim_id = (gl_VertexID / 2); int line_vertex_id = gl_VertexID % 2; diff --git a/source/blender/draw/engines/overlay/shaders/overlay_background_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_background_frag.glsl index b25dcae9fca..960986bebd5 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_background_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_background_frag.glsl @@ -18,8 +18,8 @@ float dither(void) void main() { /* The blend equation is: - * resutl.rgb = SRC.rgb * (1 - DST.a) + DST.rgb * (SRC.a) - * result.a = SRC.a * 0 + DST.a * SRC.a + * `result.rgb = SRC.rgb * (1 - DST.a) + DST.rgb * (SRC.a)` + * `result.a = SRC.a * 0 + DST.a * SRC.a` * This removes the alpha channel and put the background behind reference images * while masking the reference images by the render alpha. */ diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert_no_geom.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert_no_geom.glsl index 82f0d535508..1318c91f286 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert_no_geom.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert_no_geom.glsl @@ -65,7 +65,7 @@ void main() * input primitive types which use restart indices. */ int base_vertex_id = quad_id * 2; - /* Fetch attribute values for self and neighbouring vertex. */ + /* Fetch attribute values for self and neighboring vertex. */ vec3 in_pos0 = vertex_fetch_attribute(base_vertex_id, pos, vec3); vec3 in_pos1 = vertex_fetch_attribute(base_vertex_id + 1, pos, vec3); uchar4 in_data0 = vertex_fetch_attribute(base_vertex_id, data, uchar4); @@ -75,7 +75,7 @@ void main() vec3 in_vnor1 = vec3_1010102_Inorm_to_vec3( vertex_fetch_attribute(base_vertex_id + 1, vnor, vec3_1010102_Inorm)); - /* Calculate values for self and neighbouring vertex. */ + /* Calculate values for self and neighboring vertex. */ vec4 out_finalColor[2]; vec4 out_finalColorOuter[2]; int selectOveride[2]; diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_frag.glsl index a849cb5160a..c9dc90e4113 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_frag.glsl @@ -4,8 +4,8 @@ * We want to know how much a pixel is covered by a line. * We replace the square pixel with acircle of the same area and try to find the intersection area. * The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment - * The formula for the area uses inverse trig function and is quite complexe. Instead, - * we approximate it by using the smoothstep function and a 1.05 factor to the disc radius. + * The formula for the area uses inverse trig function and is quite complex. Instead, + * we approximate it by using the smooth-step function and a 1.05 factor to the disc radius. */ #define M_1_SQRTPI 0.5641895835477563 /* 1/sqrt(pi) */ #define DISC_RADIUS (M_1_SQRTPI * 1.05) diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_geom.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_geom.glsl index 8b19f671139..f31ebffd8b8 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_geom.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_geom.glsl @@ -28,7 +28,7 @@ void main() half_size += (lineStyle == OVERLAY_UV_LINE_STYLE_OUTLINE) ? max(sizeEdge * (doSmoothWire ? 1.0 : 3.0), 1.0) : 0.0; - /* Add 1 px for AA */ + /* Add 1 PX for AA. */ if (doSmoothWire) { half_size += 0.5; } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert_no_geom.glsl b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert_no_geom.glsl index c83e7f095a7..3272a9fa2ce 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert_no_geom.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert_no_geom.glsl @@ -104,7 +104,7 @@ void main() * Note: Primitive is LineStrip for this shader. */ int base_vertex_id = quad_id; - /* Fetch attributes for self and neighbouring vertex. */ + /* Fetch attributes for self and neighboring vertex. */ vec3 in_pos0 = vertex_fetch_attribute(base_vertex_id, pos, vec3); vec3 in_pos1 = vertex_fetch_attribute(base_vertex_id + 1, pos, vec3); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_paint_point_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_paint_point_vert.glsl index 8736b2a87db..7b7408964f2 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_paint_point_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_paint_point_vert.glsl @@ -10,8 +10,8 @@ void main() vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); - /* Add offset in Z to avoid zfighting and render selected wires on top. */ - /* TODO: scale this bias using znear and zfar range. */ + /* Add offset in Z to avoid Z-fighting and render selected wires on top. */ + /* TODO: scale this bias using Z-near and Z-far range. */ gl_Position.z -= (is_select ? 2e-4 : 1e-4); if (is_hidden) { diff --git a/source/blender/draw/engines/overlay/shaders/overlay_paint_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_paint_wire_vert.glsl index 749cc92f082..f34133596b1 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_paint_wire_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_paint_wire_vert.glsl @@ -10,8 +10,8 @@ void main() vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); - /* Add offset in Z to avoid zfighting and render selected wires on top. */ - /* TODO: scale this bias using znear and zfar range. */ + /* Add offset in Z to avoid Z-fighting and render selected wires on top. */ + /* TODO: scale this bias using Z-near and Z-far range. */ gl_Position.z -= (is_select ? 2e-4 : 1e-4); if (is_hidden) { |