diff options
author | Mike Erwin <significant.bit@gmail.com> | 2017-05-19 21:13:43 +0300 |
---|---|---|
committer | Mike Erwin <significant.bit@gmail.com> | 2017-05-19 21:20:37 +0300 |
commit | a1c558e19f6fa0dfa85dcda004426d8497c21ec7 (patch) | |
tree | 3f6a1bdf29436bef6cfc1b8de55247edd3af7f74 /source/blender/draw/modes | |
parent | 941e739d703542af1637c6a37953adac5f6b36bb (diff) |
OpenGL: cleanup edit overlay shaders
Mostly simple fixes to spacing & comments.
Diffstat (limited to 'source/blender/draw/modes')
9 files changed, 25 insertions, 25 deletions
diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_curve_overlay_frag.glsl index 29bf0c18448..e78462b6915 100644 --- a/source/blender/draw/modes/shaders/edit_curve_overlay_frag.glsl +++ b/source/blender/draw/modes/shaders/edit_curve_overlay_frag.glsl @@ -1,8 +1,8 @@ flat in int vertFlag; -#define VERTEX_SELECTED (1 << 0) -#define VERTEX_ACTIVE (1 << 1) +#define VERTEX_SELECTED (1 << 0) +#define VERTEX_ACTIVE (1 << 1) out vec4 FragColor; diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl b/source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl index 8b6c29e719b..9150ef8cd63 100644 --- a/source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl +++ b/source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl @@ -28,7 +28,7 @@ void main() vec4 pPos = ModelViewProjectionMatrix * vec4(pos, 1.0); - /* only verterx position 0 is used */ + /* only vertex position 0 is used */ eData1 = eData2 = vec4(1e10); eData2.zw = proj(pPos); diff --git a/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl index 29bf0c18448..e78462b6915 100644 --- a/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl +++ b/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl @@ -1,8 +1,8 @@ flat in int vertFlag; -#define VERTEX_SELECTED (1 << 0) -#define VERTEX_ACTIVE (1 << 1) +#define VERTEX_SELECTED (1 << 0) +#define VERTEX_ACTIVE (1 << 1) out vec4 FragColor; diff --git a/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl b/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl index b273601c176..0cbc66a2b1f 100644 --- a/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl +++ b/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl @@ -28,7 +28,7 @@ void main() vec4 pPos = ModelViewProjectionMatrix * vec4(pos, 1.0); - /* only verterx position 0 is used */ + /* only vertex position 0 is used */ eData1 = eData2 = vec4(1e10); eData2.zw = proj(pPos); diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl index 5755ba40951..3b9aa77306f 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl @@ -7,8 +7,8 @@ in ivec4 data; flat out vec4 faceColor; flat out int faceActive; -#define FACE_ACTIVE (1 << 2) -#define FACE_SELECTED (1 << 3) +#define FACE_ACTIVE (1 << 2) +#define FACE_SELECTED (1 << 3) void main() { diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl index 56eb931b893..71e5c5d726b 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl @@ -19,7 +19,7 @@ smooth in vec3 vertexColor; /* We use a vec4[2] interface to pass edge data * (without fragmenting memory accesses) * - * There is 2 cases : + * There are 2 cases : * * - Simple case : geometry shader return edge distances * in the first 2 components of the first vec4. @@ -38,19 +38,19 @@ flat in vec4 eData2; out vec4 FragColor; -#define EDGE_EXISTS (1 << 0) -#define EDGE_ACTIVE (1 << 1) -#define EDGE_SELECTED (1 << 2) -#define EDGE_SEAM (1 << 3) -#define EDGE_SHARP (1 << 4) +#define EDGE_EXISTS (1 << 0) +#define EDGE_ACTIVE (1 << 1) +#define EDGE_SELECTED (1 << 2) +#define EDGE_SEAM (1 << 3) +#define EDGE_SHARP (1 << 4) /* Vertex flag is shifted and combined with the edge flag */ -#define VERTEX_ACTIVE (1 << (0 + 8)) -#define VERTEX_SELECTED (1 << (1 + 8)) -#define FACE_ACTIVE (1 << (2 + 8)) +#define VERTEX_ACTIVE (1 << (0 + 8)) +#define VERTEX_SELECTED (1 << (1 + 8)) +#define FACE_ACTIVE (1 << (2 + 8)) /* Style Parameters in pixel */ -/* Array to retreive vert/edge indices */ +/* Array to retrieve vert/edge indices */ const ivec3 clipEdgeIdx[6] = ivec3[6]( ivec3(1, 0, 2), ivec3(2, 0, 1), diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl index de56a637536..48eba6defcf 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl @@ -104,7 +104,7 @@ void main() /* perpendicular to dir */ dirs1.zw = vec2(-dirs1.y, dirs1.x); - /* Make it view independant */ + /* Make it view independent */ dirs1 *= sizeEdgeFix / viewportSize.xyxy; dirs2 = dirs1; diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl index 49ff1677822..0087318bc21 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl @@ -198,7 +198,7 @@ void main() perp = -perp; } - /* Make it view independant */ + /* Make it view independent */ perp *= sizeEdgeFix / viewportSize; cornervec[i] *= sizeEdgeFix / viewportSize; fixvec[i] = fixvecaf[i] = perp; @@ -214,9 +214,9 @@ void main() } /* to not let face color bleed */ - faceColor = vec4(0.0, 0.0, 0.0, 0.0); + faceColor = vec4(0.0); - /* we don't want other edges : make them far*/ + /* we don't want other edges : make them far */ eData1 = vec4(1e10); /* Start with the same last vertex to create a @@ -227,7 +227,7 @@ void main() int vaf = (i + 1) % 3; int v = i % 3; - /* Position of the "hidden" thrid vertex */ + /* Position of the "hidden" third vertex */ eData1.zw = pos[vbe]; doVertex(v, pPos[v]); @@ -249,7 +249,7 @@ void main() doVertex(vaf, pPos[vaf]); doVertex(vaf, pPos[vaf] + vec4(fixvecaf[v], 0.0, 0.0)); - /* corner vertices should not drax edges but draw point only */ + /* corner vertices should not draw edges but draw point only */ flag[2] = (vData[vbe].x << 8); #ifdef VERTEX_SELECTION doVertex(vaf, pPos[vaf]); diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl index 151d9df15f9..0a396a5325f 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl @@ -47,7 +47,7 @@ void main() vertexColor = vec3(0.0); #endif - /* only verterx position 0 is used */ + /* only vertex position 0 is used */ eData1 = eData2 = vec4(1e10); eData2.zw = proj(pPos); |