diff options
author | Campbell Barton <campbell@blender.org> | 2022-10-06 04:12:09 +0300 |
---|---|---|
committer | Campbell Barton <campbell@blender.org> | 2022-10-06 04:13:00 +0300 |
commit | 87d737cd792183d409760ab1f0a778abb9f1daa3 (patch) | |
tree | 14e4a18e75eb3adc20e1b5579ab4fa27cadeb839 /source/blender/draw/intern/shaders | |
parent | 51bd26d0faad306183c58bff0865b72cf99fbe90 (diff) |
Cleanup: spelling in code comments
Diffstat (limited to 'source/blender/draw/intern/shaders')
3 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/draw/intern/shaders/common_debug_print_lib.glsl b/source/blender/draw/intern/shaders/common_debug_print_lib.glsl index 89d1729b52d..5dc8f490a79 100644 --- a/source/blender/draw/intern/shaders/common_debug_print_lib.glsl +++ b/source/blender/draw/intern/shaders/common_debug_print_lib.glsl @@ -21,7 +21,7 @@ * * NOTE: Floating point representation might not be very precise (see drw_print_value(float)). * - * IMPORTANT: Multipler drawcalls can write to the buffer in sequence (if they are from different + * IMPORTANT: Multiple drawcalls can write to the buffer in sequence (if they are from different * shgroups). However, we add barriers to support this case and it might change the application * behavior. Uncomment DISABLE_DEBUG_SHADER_drw_print_BARRIER to remove the barriers if that * happens. But then you are limited to a single invocation output. @@ -92,7 +92,7 @@ void drw_print_char4(uint data) * it is referenced as an index for char4 and thus do not capture the right * reference. I do not know if this is undefined behavior. As a matter of * precaution, we implement all the append function separately. This behavior - * was observed on both Mesa & amdgpu-pro. + * was observed on both MESA & AMDGPU-PRO. */ /* Using ascii char code. Expect char1 to be less or equal to 0xFF. Appends chars to the right. */ void drw_print_append_char(uint char1, inout uint char4) diff --git a/source/blender/draw/intern/shaders/common_fxaa_lib.glsl b/source/blender/draw/intern/shaders/common_fxaa_lib.glsl index 599d875c500..3d8667e88c8 100644 --- a/source/blender/draw/intern/shaders/common_fxaa_lib.glsl +++ b/source/blender/draw/intern/shaders/common_fxaa_lib.glsl @@ -312,7 +312,7 @@ float FxaaLuma(vec4 rgba) /*--------------------------------------------------------------------------*/ vec4 FxaaPixelShader( /* - * Use noperspective interpolation here (turn off perspective interpolation). + * Use no perspective interpolation here (turn off perspective interpolation). * {xy} = center of pixel */ vec2 pos, /* diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl index 46f16a9ca40..a7f8f858352 100644 --- a/source/blender/draw/intern/shaders/common_view_lib.glsl +++ b/source/blender/draw/intern/shaders/common_view_lib.glsl @@ -91,7 +91,7 @@ vec4 pack_line_data(vec2 frag_co, vec2 edge_start, vec2 edge_pos) edge /= len; vec2 perp = vec2(-edge.y, edge.x); float dist = dot(perp, frag_co - edge_start); - /* Add 0.1 to diffenrentiate with cleared pixels. */ + /* Add 0.1 to differentiate with cleared pixels. */ return vec4(perp * 0.5 + 0.5, dist * 0.25 + 0.5 + 0.1, 1.0); } else { @@ -226,7 +226,7 @@ layout(std140) uniform modelBlock # ifndef USE_GPU_SHADER_CREATE_INFO /* Intel GPU seems to suffer performance impact when the model matrix is in UBO storage. * So for now we just force using the legacy path. */ -/* Note that this is also a workaround of a problem on osx (amd or nvidia) +/* Note that this is also a workaround of a problem on OSX (AMD or NVIDIA) * and older amd driver on windows. */ uniform mat4 ModelMatrix; uniform mat4 ModelMatrixInverse; |