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authorCampbell Barton <campbell@blender.org>2022-09-06 09:25:20 +0300
committerCampbell Barton <campbell@blender.org>2022-09-06 09:25:20 +0300
commit6c6a53fad357ad63d8128c33da7a84f172ef0b63 (patch)
tree0ab3290bbc010af86719bec5a7bd37de75997d37 /source/blender/gpu/shaders
parent077ba5ac386f3cc75a67e01cdd75239b76c34de5 (diff)
Cleanup: spelling in comments, formatting, move comments into headers
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_morphological_distance_feather.glsl2
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_morphological_distance_threshold.glsl2
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_projector_lens_distortion.glsl2
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_realize_on_domain.glsl2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl2
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;