diff options
author | Campbell Barton <campbell@blender.org> | 2022-09-06 09:25:20 +0300 |
---|---|---|
committer | Campbell Barton <campbell@blender.org> | 2022-09-06 09:25:20 +0300 |
commit | 6c6a53fad357ad63d8128c33da7a84f172ef0b63 (patch) | |
tree | 0ab3290bbc010af86719bec5a7bd37de75997d37 /source/blender/gpu/shaders | |
parent | 077ba5ac386f3cc75a67e01cdd75239b76c34de5 (diff) |
Cleanup: spelling in comments, formatting, move comments into headers
Diffstat (limited to 'source/blender/gpu/shaders')
5 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/gpu/shaders/compositor/compositor_morphological_distance_feather.glsl b/source/blender/gpu/shaders/compositor/compositor_morphological_distance_feather.glsl index 8034f4a3ebd..acdd8a40342 100644 --- a/source/blender/gpu/shaders/compositor/compositor_morphological_distance_feather.glsl +++ b/source/blender/gpu/shaders/compositor/compositor_morphological_distance_feather.glsl @@ -59,7 +59,7 @@ void main() /* Start with the center value as the maximum/minimum distance and reassign to the true maximum * or minimum in the search loop below. Additionally, the center falloff is always 1.0, so start - * with that. */ + * with that. */ float limit_distance = center_value; float limit_distance_falloff = 1.0; diff --git a/source/blender/gpu/shaders/compositor/compositor_morphological_distance_threshold.glsl b/source/blender/gpu/shaders/compositor/compositor_morphological_distance_threshold.glsl index 5931c4f0271..e6625e7419f 100644 --- a/source/blender/gpu/shaders/compositor/compositor_morphological_distance_threshold.glsl +++ b/source/blender/gpu/shaders/compositor/compositor_morphological_distance_threshold.glsl @@ -58,7 +58,7 @@ void main() * a texture loader with a fallback value. And since we don't want those values to affect the * result, the fallback value is chosen such that the inner condition fails, which is when the * sampled pixel and the center pixel are the same, so choose a fallback that will be considered - * masked if the center pixel is masked and unmasked otherwise. */ + * masked if the center pixel is masked and unmasked otherwise. */ vec4 fallback = vec4(is_center_masked ? 1.0 : 0.0); /* Since the distance search window is limited to the given radius, the maximum possible squared diff --git a/source/blender/gpu/shaders/compositor/compositor_projector_lens_distortion.glsl b/source/blender/gpu/shaders/compositor/compositor_projector_lens_distortion.glsl index cf961b20b34..ab44dac93e6 100644 --- a/source/blender/gpu/shaders/compositor/compositor_projector_lens_distortion.glsl +++ b/source/blender/gpu/shaders/compositor/compositor_projector_lens_distortion.glsl @@ -4,7 +4,7 @@ void main() { ivec2 texel = ivec2(gl_GlobalInvocationID.xy); - /* Get the normalized coordinates of the pixel centers. */ + /* Get the normalized coordinates of the pixel centers. */ vec2 normalized_texel = (vec2(texel) + vec2(0.5)) / vec2(texture_size(input_tx)); /* Sample the red and blue channels shifted by the dispersion amount. */ diff --git a/source/blender/gpu/shaders/compositor/compositor_realize_on_domain.glsl b/source/blender/gpu/shaders/compositor/compositor_realize_on_domain.glsl index be984d81603..b8561e5f059 100644 --- a/source/blender/gpu/shaders/compositor/compositor_realize_on_domain.glsl +++ b/source/blender/gpu/shaders/compositor/compositor_realize_on_domain.glsl @@ -9,7 +9,7 @@ void main() /* Transform the input image by transforming the domain coordinates with the inverse of input * image's transformation. The inverse transformation is an affine matrix and thus the - * coordinates should be in homogeneous coordinates. */ + * coordinates should be in homogeneous coordinates. */ coordinates = (mat3(inverse_transformation) * vec3(coordinates, 1.0)).xy; /* Since an input image with an identity transformation is supposed to be centered in the domain, diff --git a/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl b/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl index c0821085c8d..94707de71ed 100644 --- a/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl +++ b/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl @@ -187,7 +187,7 @@ struct ClosureTransparency { struct GlobalData { /** World position. */ vec3 P; - /** Surface Normal. Normalized, overriden by bump displacement. */ + /** Surface Normal. Normalized, overridden by bump displacement. */ vec3 N; /** Raw interpolated normal (non-normalized) data. */ vec3 Ni; |