diff options
author | Harley Acheson <harley.acheson@gmail.com> | 2020-10-19 18:12:33 +0300 |
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committer | Harley Acheson <harley.acheson@gmail.com> | 2020-10-19 18:12:33 +0300 |
commit | 3a7fd309fce89213b0224b3c6807adb2d1fe7ca8 (patch) | |
tree | 20e6064201939368650509d758c7187df74416a6 /source/blender/draw/engines | |
parent | d2bf71b412233160a52775f29799a2c1331c92f4 (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')
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; |