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authorBrecht Van Lommel <brecht@blender.org>2022-03-11 16:24:22 +0300
committerBrecht Van Lommel <brecht@blender.org>2022-03-11 20:27:58 +0300
commit62a0984d7290cbd6fd3acfa79d53765f97f93b0a (patch)
tree8a073dcf4a265288dff0b9b95d321fbb6c599929 /source
parente1a1dc868b30be80e59b747557830d507600bd1d (diff)
Cleanup: fix source typos homogenous->homogeneous
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D14306
Diffstat (limited to 'source')
-rw-r--r--source/blender/blenlib/tests/BLI_task_test.cc2
-rw-r--r--source/blender/draw/engines/eevee/eevee_depth_of_field.c2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lookdev_world_frag.glsl4
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl4
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_texture_coordinates.glsl8
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);