diff options
author | Campbell Barton <campbell@blender.org> | 2022-10-06 04:12:09 +0300 |
---|---|---|
committer | Campbell Barton <campbell@blender.org> | 2022-10-06 04:13:00 +0300 |
commit | 87d737cd792183d409760ab1f0a778abb9f1daa3 (patch) | |
tree | 14e4a18e75eb3adc20e1b5579ab4fa27cadeb839 /source/blender/gpu | |
parent | 51bd26d0faad306183c58bff0865b72cf99fbe90 (diff) |
Cleanup: spelling in code comments
Diffstat (limited to 'source/blender/gpu')
8 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/gpu/shaders/common/gpu_shader_common_math.glsl b/source/blender/gpu/shaders/common/gpu_shader_common_math.glsl index 5f640f64056..1e858bd4760 100644 --- a/source/blender/gpu/shaders/common/gpu_shader_common_math.glsl +++ b/source/blender/gpu/shaders/common/gpu_shader_common_math.glsl @@ -126,7 +126,7 @@ void math_pingpong(float a, float b, float c, out float result) result = (b != 0.0) ? abs(fract((a - b) / (b * 2.0)) * b * 2.0 - b) : 0.0; } -/* Adapted from godotengine math_funcs.h. */ +/* Adapted from GODOT-engine math_funcs.h. */ void math_wrap(float a, float b, float c, out float result) { result = wrap(a, b, c); diff --git a/source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl b/source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl index 1ba22b4c5da..47f8e26db0b 100644 --- a/source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl +++ b/source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl @@ -132,7 +132,7 @@ vec3 fallback_pow(vec3 a, float b, vec3 fallback) fallback_pow(a.z, b, fallback.z)); } -/* Matirx Math */ +/* Matrix Math */ /* Return a 2D rotation matrix with the angle that the input 2D vector makes with the x axis. */ mat2 vector_to_rotation_matrix(vec2 vector) diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl index 662589fb2ce..cd8ff73b833 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl @@ -6,7 +6,7 @@ vec3 compute_masks(vec2 uv) bool right_half = uv.x > outRectSize.x * 0.5; float corner_rad; - /* Correct aspect ratio for 2D views not using uniform scalling. + /* Correct aspect ratio for 2D views not using uniform scaling. * uv is already in pixel space so a uniform scale should give us a ratio of 1. */ float ratio = (butCo != -2.0) ? (dFdy(uv.y) / dFdx(uv.x)) : 1.0; vec2 uv_sdf = uv; diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl index c102b422211..d6c93df9849 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl @@ -124,8 +124,8 @@ vec2 do_tria() } else if (triaType == 4.0) { /* ROUNDBOX_TRIA_CHECK */ - /* A bit more hacky: We use the two trias joined together to render - * both sides of the checkmark with different length. */ + /* A bit more hacky: We use the two triangles joined together to render + * both sides of the check-mark with different length. */ pos = arrow_pos[min(vidx, 2)]; /* Only keep 1 triangle. */ pos.y = tria2 ? -pos.y : pos.y; /* Mirror along X */ pos = pos.x * vec2(0.0872, -0.996) + pos.y * vec2(0.996, 0.0872); /* Rotate (85deg) */ diff --git a/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl b/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl index 94707de71ed..38734d5bbaf 100644 --- a/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl +++ b/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl @@ -67,7 +67,7 @@ vec3 orco_get(vec3 local_pos, mat4 modelmatinv, vec4 orco_madd[2], vec4 orco) /* If the object does not have any deformation, the orco layer calculation is done on the fly * using the orco_madd factors. * We know when there is no orco layer when orco.w is 1.0 because it uses the generic vertex - * attrib (which is [0,0,0,1]). */ + * attribute (which is [0,0,0,1]). */ if (orco.w == 0.0) { return orco.xyz * 0.5 + 0.5; } diff --git a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl index 47527d907f4..87e464b6cce 100644 --- a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl @@ -6,7 +6,7 @@ void main() glyph_dim = abs(glyph_size); interp_size = int(glyph_size.x < 0) + int(glyph_size.y < 0); - /* Quad expension using instanced rendering. */ + /* Quad expansion using instanced rendering. */ float x = float(gl_VertexID % 2); float y = float(gl_VertexID / 2); vec2 quad = vec2(x, y); diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl index 29ba4f3c119..0833809cc42 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl @@ -91,7 +91,7 @@ void node_bsdf_principled(vec4 base_color, diffuse_data.sss_id = uint(do_sss); /* NOTE(@fclem): We need to blend the reflection color but also need to avoid applying the - * weights so we compule the ratio. */ + * weights so we compute the ratio. */ float reflection_weight = specular_weight + glass_reflection_weight; float reflection_weight_inv = safe_rcp(reflection_weight); specular_weight *= reflection_weight_inv; diff --git a/source/blender/gpu/shaders/opengl/glsl_shader_defines.glsl b/source/blender/gpu/shaders/opengl/glsl_shader_defines.glsl index 0515a737e6e..706bae3e940 100644 --- a/source/blender/gpu/shaders/opengl/glsl_shader_defines.glsl +++ b/source/blender/gpu/shaders/opengl/glsl_shader_defines.glsl @@ -1,5 +1,5 @@ -/* Texture format tokens -- Type explictness required by other Graphics APIs. */ +/* Texture format tokens -- Type explicitness required by other Graphics APIs. */ #define depth2D sampler2D #define depth2DArray sampler2DArray #define depth2DMS sampler2DMS |