diff options
7 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl index 597bc73e2ad..479a6b590b0 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl @@ -6,11 +6,11 @@ * http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/ * * Major simplification has been made since we pad the buffer to always be - * bigger than input to avoid mipmapping misalignement. + * bigger than input to avoid mipmapping misalignment. * * Start by copying the base level by quad loading the depth. * Then each thread compute it's local depth for level 1. - * After that we use shared variables to do inter thread comunication and + * After that we use shared variables to do inter thread communication and * downsample to max level. */ diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl index eefc024d0b8..366a7dc9ba0 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl @@ -1,6 +1,6 @@ /** - * Debug Shader outputing a gradient of orange - white - blue to mark culling hotspots. + * Debug Shader outputting a gradient of orange - white - blue to mark culling hotspots. * Green pixels are error pixels that are missing lights from the culling pass (i.e: when culling * pass is not conservative enough). */ diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_iter_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_iter_lib.glsl index 22a5f98e6c3..8daea3f52b9 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_light_iter_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_iter_lib.glsl @@ -47,7 +47,7 @@ int culling_z_to_zbin(float scale, float bias, float z) /* Ensure all threads inside a subgroup get the same value to reduce VGPR usage. */ \ min_index = subgroupBroadcastFirst(subgroupMin(min_index)); \ max_index = subgroupBroadcastFirst(subgroupMax(max_index)); \ - /* Same as divide by 32 but avoid interger division. */ \ + /* Same as divide by 32 but avoid integer division. */ \ uint word_min = min_index >> 5u; \ uint word_max = max_index >> 5u; \ for (uint word_idx = word_min; word_idx <= word_max; word_idx++) { \ diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_lib.glsl index 58608f6e1f0..144445801cf 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_light_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_lib.glsl @@ -84,7 +84,7 @@ float light_point_light(LightData ld, const bool is_directional, vec3 L, float d **/ float d_sqr = sqr(dist); float r_sqr = ld.radius_squared; - /* Using reformulation that has better numerical percision. */ + /* Using reformulation that has better numerical precision. */ float power = 2.0 / (d_sqr + r_sqr + dist * sqrt(d_sqr + r_sqr)); if (is_area_light(ld.type)) { diff --git a/source/blender/draw/intern/shaders/common_shape_lib.glsl b/source/blender/draw/intern/shaders/common_shape_lib.glsl index f2c8bf0faaf..56722c417aa 100644 --- a/source/blender/draw/intern/shaders/common_shape_lib.glsl +++ b/source/blender/draw/intern/shaders/common_shape_lib.glsl @@ -188,7 +188,7 @@ Frustum shape_frustum(vec3 corners[8]) /** \name Cone * \{ */ -/* Cone at orign with no height. */ +/* Cone at origin with no height. */ struct Cone { vec3 direction; float angle_cos; 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 0d8f2272c10..29ba4f3c119 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl @@ -150,7 +150,7 @@ void node_bsdf_principled(vec4 base_color, refraction_data.ior = ior; /* Ref. T98190: Defines are optimizations for old compilers. - * Might become unecessary with EEVEE-Next. */ + * Might become unnecessary with EEVEE-Next. */ if (do_diffuse == 0.0 && do_refraction == 0.0 && do_clearcoat != 0.0) { #ifdef PRINCIPLED_CLEARCOAT /* Metallic & Clearcoat case. */ diff --git a/source/blender/python/intern/bpy_msgbus.c b/source/blender/python/intern/bpy_msgbus.c index 10165bf6b0d..32519e5e373 100644 --- a/source/blender/python/intern/bpy_msgbus.c +++ b/source/blender/python/intern/bpy_msgbus.c @@ -42,7 +42,7 @@ " - :class:`bpy.types.Property` instance.\n" \ " - :class:`bpy.types.Struct` type.\n" \ " - (:class:`bpy.types.Struct`, str) type and property name.\n" \ - " :type key: Muliple\n" + " :type key: Multiple\n" /** * There are multiple ways we can get RNA from Python, |