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authorHarley Acheson <harley.acheson@gmail.com>2020-10-19 18:12:33 +0300
committerHarley Acheson <harley.acheson@gmail.com>2020-10-19 18:12:33 +0300
commit3a7fd309fce89213b0224b3c6807adb2d1fe7ca8 (patch)
tree20e6064201939368650509d758c7187df74416a6 /source/blender/draw/engines
parentd2bf71b412233160a52775f29799a2c1331c92f4 (diff)
Spelling: It's Versus Its
Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required. Differential Revision: https://developer.blender.org/D9250 Reviewed by Campbell Barton
Diffstat (limited to 'source/blender/draw/engines')
-rw-r--r--source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl2
-rw-r--r--source/blender/draw/engines/overlay/overlay_armature.c2
-rw-r--r--source/blender/draw/engines/workbench/workbench_effect_cavity.c2
4 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
index 06a7def532f..22c306bb0fd 100644
--- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -140,7 +140,7 @@ void prepare_raycast(vec3 ray_origin,
// #define GROUPED_FETCHES /* is still slower, need to see where is the bottleneck. */
/* Return the hit position, and negate the z component (making it positive) if not hit occurred. */
-/* __ray_dir__ is the ray direction premultiplied by it's maximum length */
+/* __ray_dir__ is the ray direction premultiplied by its maximum length */
vec3 raycast(int index,
vec3 ray_origin,
vec3 ray_dir,
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl
index 30cda401284..b2d8a383809 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl
@@ -48,7 +48,7 @@ void main()
#else /* World */
/* This is just a pass-through geometry shader that send the geometry
- * to the layer corresponding to it's depth. */
+ * to the layer corresponding to its depth. */
void main()
{
diff --git a/source/blender/draw/engines/overlay/overlay_armature.c b/source/blender/draw/engines/overlay/overlay_armature.c
index 43575900f5d..cbd2589f20f 100644
--- a/source/blender/draw/engines/overlay/overlay_armature.c
+++ b/source/blender/draw/engines/overlay/overlay_armature.c
@@ -726,7 +726,7 @@ static void set_pchan_colorset(ArmatureDrawContext *ctx, Object *ob, bPoseChanne
/* only try to set custom color if enabled for armature */
if (arm->flag & ARM_COL_CUSTOM) {
- /* currently, a bone can only use a custom color set if it's group (if it has one),
+ /* currently, a bone can only use a custom color set if its group (if it has one),
* has been set to use one
*/
if (pchan->agrp_index) {
diff --git a/source/blender/draw/engines/workbench/workbench_effect_cavity.c b/source/blender/draw/engines/workbench/workbench_effect_cavity.c
index c9ac6660445..199abe8cb2b 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_cavity.c
+++ b/source/blender/draw/engines/workbench/workbench_effect_cavity.c
@@ -74,7 +74,7 @@ static struct GPUTexture *create_jitter_texture(int num_samples)
/* This rotate the sample per pixels */
jitter[i][0] = cosf(phi);
jitter[i][1] = sinf(phi);
- /* This offset the sample along it's direction axis (reduce banding) */
+ /* This offset the sample along its direction axis (reduce banding) */
float bn = blue_noise[i][1] - 0.5f;
CLAMP(bn, -0.499f, 0.499f); /* fix fireflies */
jitter[i][2] = bn * num_samples_inv;