diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2019-07-31 15:25:09 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2019-07-31 15:27:35 +0300 |
commit | 604fdb6e859d322a3a2a89cd065d253620421428 (patch) | |
tree | a8992caeaaaec6f2fd365555b5d875abfd35a890 /source/blender/draw | |
parent | 136a7a7fe884a746e5f78f7ef8518fa6231108bf (diff) |
Spelling fixes in comments and descriptions, patch by luzpaz
Differential Revision: https://developer.blender.org/D3744
Diffstat (limited to 'source/blender/draw')
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. */ /** |