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Diffstat (limited to 'source/blender/draw/engines/basic/shaders/basic_conservative_depth_geom.glsl')
-rw-r--r--source/blender/draw/engines/basic/shaders/basic_conservative_depth_geom.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/basic/shaders/basic_conservative_depth_geom.glsl b/source/blender/draw/engines/basic/shaders/basic_conservative_depth_geom.glsl
index d478f37691e..1a90a2f57c0 100644
--- a/source/blender/draw/engines/basic/shaders/basic_conservative_depth_geom.glsl
+++ b/source/blender/draw/engines/basic/shaders/basic_conservative_depth_geom.glsl
@@ -11,7 +11,7 @@
void main()
{
- /* Compute plane normal in ndc space. */
+ /* Compute plane normal in NDC space. */
vec3 pos0 = gl_in[0].gl_Position.xyz / gl_in[0].gl_Position.w;
vec3 pos1 = gl_in[1].gl_Position.xyz / gl_in[1].gl_Position.w;
vec3 pos2 = gl_in[2].gl_Position.xyz / gl_in[2].gl_Position.w;
@@ -33,7 +33,7 @@ void main()
/* HACK: Fix cases where the triangle is too small make it cover at least one pixel. */
gl_Position.xy += drw_view.viewport_size_inverse * gl_Position.w * ofs;
}
- /* Test if the triangle is almost parralele with the view to avoid precision issues. */
+ /* Test if the triangle is almost parallel with the view to avoid precision issues. */
else if (any(is_subpixel) || is_coplanar) {
/* HACK: Fix cases where the triangle is Parallel to the view by deforming it slightly. */
vec2 ofs = (i == 0) ? vec2(-1.0) : ((i == 1) ? vec2(1.0, -1.0) : vec2(1.0));