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authorCampbell Barton <ideasman42@gmail.com>2020-03-12 04:24:15 +0300
committerCampbell Barton <ideasman42@gmail.com>2020-03-12 04:34:54 +0300
commit1aebcdbb3a75b8c59ea211bb1ea6cc8573b0ea0f (patch)
treed4bff59a4d7e46fc333078bebe6bdd9ffcca6d0f /source/blender/draw/engines/workbench/workbench_shadow.c
parent74855969e7b5fd8da71cc62057a0ce8eb3f528f8 (diff)
Cleanup: spelling, clang-format
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_shadow.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_shadow.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_shadow.c b/source/blender/draw/engines/workbench/workbench_shadow.c
index 8da75942944..efd0ad9134e 100644
--- a/source/blender/draw/engines/workbench/workbench_shadow.c
+++ b/source/blender/draw/engines/workbench/workbench_shadow.c
@@ -23,7 +23,7 @@
*
* Use stencil shadow buffer to cast a sharp shadow over opaque surfaces.
*
- * After the main prepass we render shadow volumes using custom depth & stencil states to
+ * After the main pre-pass we render shadow volumes using custom depth & stencil states to
* set the stencil of shadowed area to anything but 0.
*
* Then the shading pass will shade the areas with stencil not equal 0 differently.
@@ -364,4 +364,4 @@ void workbench_shadow_cache_populate(WORKBENCH_Data *data, Object *ob, const boo
#endif
}
}
-} \ No newline at end of file
+}