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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2019-07-31 15:25:09 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2019-07-31 15:27:35 +0300
commit604fdb6e859d322a3a2a89cd065d253620421428 (patch)
treea8992caeaaaec6f2fd365555b5d875abfd35a890 /source/blender/draw
parent136a7a7fe884a746e5f78f7ef8518fa6231108bf (diff)
Spelling fixes in comments and descriptions, patch by luzpaz
Differential Revision: https://developer.blender.org/D3744
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl2
-rw-r--r--source/blender/draw/modes/edit_curve_mode.c2
-rw-r--r--source/blender/draw/modes/shaders/common_hair_lib.glsl4
4 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
index d8cec17af58..ca4940ceffb 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
@@ -121,7 +121,7 @@ void main(void)
/* Circle Dof */
float dist = length(particlecoord);
- /* Ouside of bokeh shape */
+ /* Outside of bokeh shape */
if (dist > 1.0) {
discard;
}
@@ -141,7 +141,7 @@ void main(void)
* Giving us the new linear radius to the shape edge. */
dist /= r;
- /* Ouside of bokeh shape */
+ /* Outside of bokeh shape */
if (dist > 1.0) {
discard;
}
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
index 82581f2327b..a27dc011ac2 100644
--- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -83,7 +83,7 @@ void prepare_raycast(vec3 ray_origin,
ss_start.w = project_point(ProjectionMatrix, ray_origin).z;
ss_end.w = project_point(ProjectionMatrix, ray_end).z;
- /* XXX This is a hack a better method is welcome ! */
+ /* XXX This is a hack. A better method is welcome! */
/* We take the delta between the offseted depth and the depth and substract it from the ray
* depth. This will change the world space thickness appearance a bit but we can have negative
* values without worries. We cannot do this in viewspace because of the perspective division. */
diff --git a/source/blender/draw/modes/edit_curve_mode.c b/source/blender/draw/modes/edit_curve_mode.c
index e3c120e80cb..e68e03c2438 100644
--- a/source/blender/draw/modes/edit_curve_mode.c
+++ b/source/blender/draw/modes/edit_curve_mode.c
@@ -335,7 +335,7 @@ static void EDIT_CURVE_draw_scene(void *vedata)
MULTISAMPLE_SYNC_DISABLE_NO_DEPTH(dfbl, dtxl);
}
- /* Thoses passes don't write to depth and are AA'ed using other tricks. */
+ /* These passes don't write to depth and are AA'ed using other tricks. */
DRW_draw_pass(psl->overlay_edge_pass);
DRW_draw_pass(psl->overlay_vert_pass);
}
diff --git a/source/blender/draw/modes/shaders/common_hair_lib.glsl b/source/blender/draw/modes/shaders/common_hair_lib.glsl
index f9c3df34658..e7002dde291 100644
--- a/source/blender/draw/modes/shaders/common_hair_lib.glsl
+++ b/source/blender/draw/modes/shaders/common_hair_lib.glsl
@@ -1,8 +1,8 @@
/**
* Library to create hairs dynamically from control points.
* This is less bandwidth intensive than fetching the vertex attributes
- * but does more ALU work per vertex. This also reduce the number
- * of data the CPU has to precompute and transfert for each update.
+ * but does more ALU work per vertex. This also reduces the amount
+ * of data the CPU has to precompute and transfer for each update.
*/
/**