diff options
author | Brecht Van Lommel <brecht@blender.org> | 2022-03-11 16:24:22 +0300 |
---|---|---|
committer | Brecht Van Lommel <brecht@blender.org> | 2022-03-11 20:27:58 +0300 |
commit | 62a0984d7290cbd6fd3acfa79d53765f97f93b0a (patch) | |
tree | 8a073dcf4a265288dff0b9b95d321fbb6c599929 /source/blender | |
parent | e1a1dc868b30be80e59b747557830d507600bd1d (diff) |
Cleanup: fix source typos homogenous->homogeneous
Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D14306
Diffstat (limited to 'source/blender')
6 files changed, 11 insertions, 11 deletions
diff --git a/source/blender/blenlib/tests/BLI_task_test.cc b/source/blender/blenlib/tests/BLI_task_test.cc index 6a12ff10415..52852873a06 100644 --- a/source/blender/blenlib/tests/BLI_task_test.cc +++ b/source/blender/blenlib/tests/BLI_task_test.cc @@ -91,7 +91,7 @@ TEST(task, MempoolIter) int i; - /* 'Randomly' add and remove some items from mempool, to create a non-homogenous one. */ + /* 'Randomly' add and remove some items from mempool, to create a non-homogeneous one. */ int num_items = 0; for (i = 0; i < NUM_ITEMS; i++) { data[i] = (int *)BLI_mempool_alloc(mempool); diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c index ef4d88bd521..0d14a0c5f61 100644 --- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c +++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c @@ -62,7 +62,7 @@ static float circle_to_polygon_radius(float sides_count, float theta) cosf(theta - side_angle * floorf((sides_count * theta + M_PI) / (2.0f * M_PI))); } -/* Remap input angle to have homogenous spacing of points along a polygon edge. +/* Remap input angle to have homogeneous spacing of points along a polygon edge. * Expect theta to be in [0..2pi] range. */ static float circle_to_polygon_angle(float sides_count, float theta) { diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl index 051a08d25e6..d724b4d4609 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl @@ -35,7 +35,7 @@ float circle_to_polygon_radius(float sides_count, float theta) cos(theta - side_angle * floor((sides_count * theta + M_PI) / M_2PI)); } -/* Remap input angle to have homogenous spacing of points along a polygon edge. +/* Remap input angle to have homogeneous spacing of points along a polygon edge. * Expect theta to be in [0..2pi] range. */ float circle_to_polygon_angle(float sides_count, float theta) { diff --git a/source/blender/draw/engines/eevee/shaders/lookdev_world_frag.glsl b/source/blender/draw/engines/eevee/shaders/lookdev_world_frag.glsl index 9077b414026..7ab532ea0fb 100644 --- a/source/blender/draw/engines/eevee/shaders/lookdev_world_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lookdev_world_frag.glsl @@ -16,9 +16,9 @@ out vec4 FragColor; vec3 background_transform_to_world(vec3 viewvec) { vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(viewvec, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); - vec4 co_homogenous = (ProjectionMatrixInverse * v); + vec4 co_homogeneous = (ProjectionMatrixInverse * v); - vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0); + vec4 co = vec4(co_homogeneous.xyz / co_homogeneous.w, 0.0); return (ViewMatrixInverse * co).xyz; } diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl index 20a65f23c05..434e07e7b86 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl @@ -4,9 +4,9 @@ void node_tex_environment_texco(vec3 viewvec, out vec3 worldvec) worldvec = worldPosition; #else vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(viewvec, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); - vec4 co_homogenous = (ProjectionMatrixInverse * v); + vec4 co_homogeneous = (ProjectionMatrixInverse * v); - vec3 co = co_homogenous.xyz / co_homogenous.w; + vec3 co = co_homogeneous.xyz / co_homogeneous.w; # if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE) worldvec = mat3(ViewMatrixInverse) * co; # else diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_texture_coordinates.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_texture_coordinates.glsl index 08d566224bf..a8ef9687b0a 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_texture_coordinates.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_texture_coordinates.glsl @@ -19,8 +19,8 @@ void generated_from_orco(vec3 orco, out vec3 generated) void generated_texco(vec3 I, vec3 attr_orco, out vec3 generated) { vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(I, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); - vec4 co_homogenous = (ProjectionMatrixInverse * v); - vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0); + vec4 co_homogeneous = (ProjectionMatrixInverse * v); + vec4 co = vec4(co_homogeneous.xyz / co_homogeneous.w, 0.0); co.xyz = normalize(co.xyz); #if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE) generated = (ViewMatrixInverse * co).xyz; @@ -68,9 +68,9 @@ void node_tex_coord_background(vec3 I, out vec3 reflection) { vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(I, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); - vec4 co_homogenous = (ProjectionMatrixInverse * v); + vec4 co_homogeneous = (ProjectionMatrixInverse * v); - vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0); + vec4 co = vec4(co_homogeneous.xyz / co_homogeneous.w, 0.0); co = normalize(co); |