diff options
author | Campbell Barton <ideasman42@gmail.com> | 2021-11-30 01:10:05 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2021-11-30 02:15:17 +0300 |
commit | 76471dbd5e2efbbc3a4d4b3a1a26fe0649f31cff (patch) | |
tree | 1c90a473a0c9dbd5e5180ca5e632288215ce699b /source/blender/draw/intern | |
parent | 4e45265dc6cafe0bf6f36a14a469288183059858 (diff) |
Cleanup: capitalize NOTE tag
Diffstat (limited to 'source/blender/draw/intern')
-rw-r--r-- | source/blender/draw/intern/shaders/common_fxaa_lib.glsl | 2 | ||||
-rw-r--r-- | source/blender/draw/intern/shaders/common_view_lib.glsl | 2 |
2 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/intern/shaders/common_fxaa_lib.glsl b/source/blender/draw/intern/shaders/common_fxaa_lib.glsl index 0ecfc397e95..bf59972fbaa 100644 --- a/source/blender/draw/intern/shaders/common_fxaa_lib.glsl +++ b/source/blender/draw/intern/shaders/common_fxaa_lib.glsl @@ -296,7 +296,7 @@ NOTE the other tuning knobs are now in the shader function inputs! /* (#B1#) */ float FxaaLuma(vec4 rgba) { - /* note: sqrt because the sampled colors are in a linear colorspace! + /* NOTE: sqrt because the sampled colors are in a linear colorspace! * this approximates a perceptual conversion, which is good enough for the * algorithm */ return sqrt(dot(rgba.rgb, vec3(0.2126, 0.7152, 0.0722))); diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl index a980b87821a..e9912ba7d9a 100644 --- a/source/blender/draw/intern/shaders/common_view_lib.glsl +++ b/source/blender/draw/intern/shaders/common_view_lib.glsl @@ -179,7 +179,7 @@ uniform mat4 ModelMatrixInverse; * transpose(ViewMatrixInverse) * transpose(ModelMatrixInverse) * * Knowing that the view matrix is orthogonal, the transpose is also the inverse. - * Note: This is only valid because we are only using the mat3 of the ViewMatrixInverse. + * NOTE: This is only valid because we are only using the mat3 of the ViewMatrixInverse. * ViewMatrix * transpose(ModelMatrixInverse) */ #define NormalMatrix transpose(mat3(ModelMatrixInverse)) |