diff options
Diffstat (limited to 'source/blender/draw/engines/eevee_next')
7 files changed, 13 insertions, 13 deletions
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl index 57f229feedb..99a47c541e9 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl @@ -665,7 +665,7 @@ void dof_slight_focus_gather(sampler2D depth_tx, dof_gather_accumulate_resolve(total_sample_count, bg_accum, bg_col, bg_weight, unused_occlusion); dof_gather_accumulate_resolve(total_sample_count, fg_accum, fg_col, fg_weight, unused_occlusion); - /* Fix weighting issues on perfectly focus to slight focus transitionning areas. */ + /* Fix weighting issues on perfectly focus to slight focus transitioning areas. */ if (abs(center_data.coc) < 0.5) { bg_col = center_data.color; bg_weight = 1.0; diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl index c5c0e210109..67e6c8ec7d2 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl @@ -134,7 +134,7 @@ void main() { /** * NOTE: We can **NOT** optimize by discarding some tiles as the result is sampled using bilinear - * filtering in the resolve pass. Not outputing to a tile means that border texels have undefined + * filtering in the resolve pass. Not outputting to a tile means that border texels have undefined * value and tile border will be noticeable in the final image. */ diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl index e9905cd8aaf..201e8ac9ba1 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl @@ -2,7 +2,7 @@ /** * Gather pass: Convolve foreground and background parts in separate passes. * - * Using the min&max CoC tile buffer, we select the best apropriate method to blur the scene color. + * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene color. * A fast gather path is taken if there is not many CoC variation inside the tile. * * We sample using an octaweb sampling pattern. We randomize the kernel center and each ring diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl index 2b664520bba..1b42d21ed65 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl @@ -2,7 +2,7 @@ /** * Holefill pass: Gather background parts where foreground is present. * - * Using the min&max CoC tile buffer, we select the best apropriate method to blur the scene color. + * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene color. * A fast gather path is taken if there is not many CoC variation inside the tile. * * We sample using an octaweb sampling pattern. We randomize the kernel center and each ring diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl index c757e8304ac..80555367478 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl @@ -8,7 +8,7 @@ * Inputs: * - Output of setup pass (halfres) and reduce downsample pass (quarter res). * Outputs: - * - Halfres padded to avoid mipmap mis-alignment (so possibly not matching input size). + * - Halfres padded to avoid mipmap misalignment (so possibly not matching input size). * - Gather input color (whole mip chain), Scatter rect list, Signed CoC (whole mip chain). **/ @@ -98,7 +98,7 @@ void main() do_scatter[LOCAL_INDEX] *= dof_scatter_screen_border_rejection(coc_cache[LOCAL_INDEX], texel); /* Only scatter if neighborhood is different enough. */ do_scatter[LOCAL_INDEX] *= dof_scatter_neighborhood_rejection(color_cache[LOCAL_INDEX].rgb); - /* For debuging. */ + /* For debugging. */ if (no_scatter_pass) { do_scatter[LOCAL_INDEX] = 0.0; } diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl index d21f6d69541..8873a9da235 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl @@ -36,7 +36,7 @@ float dof_slight_focus_coc_tile_get(vec2 frag_coord) } /* Use atomic reduce operation. */ atomicMax(shared_max_slight_focus_abs_coc, floatBitsToUint(local_abs_max)); - /* "Broadcast" result accross all threads. */ + /* "Broadcast" result across all threads. */ barrier(); return uintBitsToFloat(shared_max_slight_focus_abs_coc); @@ -44,7 +44,7 @@ float dof_slight_focus_coc_tile_get(vec2 frag_coord) vec3 dof_neighborhood_clamp(vec2 frag_coord, vec3 color, float center_coc, float weight) { - /* Stabilize color by clamping with the stable half res neighboorhood. */ + /* Stabilize color by clamping with the stable half res neighborhood. */ vec3 neighbor_min, neighbor_max; const vec2 corners[4] = vec2[4](vec2(-1, -1), vec2(1, -1), vec2(-1, 1), vec2(1, 1)); for (int i = 0; i < 4; i++) { diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_stabilize_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_stabilize_comp.glsl index b22af0e88f0..5ffedf3068b 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_stabilize_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_stabilize_comp.glsl @@ -211,7 +211,7 @@ vec2 dof_pixel_history_motion_vector(ivec2 texel_sample) return vector.xy * vec2(textureSize(color_tx, 0)); } -/* Load color using a special filter to avoid loosing detail. +/* Load color using a special filter to avoid losing detail. * \a texel is sample position with subpixel accuracy. */ DofSample dof_sample_history(vec2 input_texel) { @@ -285,17 +285,17 @@ float dof_history_blend_factor( /* 5% of incoming color by default. */ float blend = 0.05; - /* Blend less history if the pixel has substential velocity. */ + /* Blend less history if the pixel has substantial velocity. */ /* NOTE(fclem): velocity threshold multiplied by 2 because of half resolution. */ blend = mix(blend, 0.20, saturate(velocity * 0.02 * 2.0)); /** * "High Quality Temporal Supersampling" by Brian Karis at Siggraph 2014 (Slide 43) - * Bias towards history if incomming pixel is near clamping. Reduces flicker. + * Bias towards history if incoming pixel is near clamping. Reduces flicker. */ float distance_to_luma_clip = min_v2(vec2(luma_history - luma_min, luma_max - luma_history)); /* Divide by bbox size to get a factor. 2 factor to compensate the line above. */ distance_to_luma_clip *= 2.0 * safe_rcp(luma_max - luma_min); - /* Linearly blend when history gets bellow to 25% of the bbox size. */ + /* Linearly blend when history gets below to 25% of the bbox size. */ blend *= saturate(distance_to_luma_clip * 4.0 + 0.1); /* Progressively discard history until history CoC is twice as big as the filtered CoC. * Note we use absolute diff here because we are not comparing neighbors and thus do not risk to @@ -335,7 +335,7 @@ void main() DofSample dst = dof_sample_history(history_texel); - /* Get local color bounding box of source neighboorhood. */ + /* Get local color bounding box of source neighborhood. */ DofNeighborhoodMinMax bbox = dof_neighbor_boundbox(); float blend = dof_history_blend_factor(velocity, history_texel, bbox, src, dst); |