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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders')
-rw-r--r--source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/extra_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl2
4 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl b/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl
index 2989e07691f..f24aee56bb2 100644
--- a/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl
@@ -146,7 +146,7 @@ void main()
vec4 lines = vec4(neightbor_line0.z, neightbor_line1.z, neightbor_line2.z, neightbor_line3.z);
/* Count number of line neighbors. */
float blend = dot(vec4(0.25), step(0.001, lines));
- /* Only do blend if there is more than 2 neighbor. This avoid loosing too much AA. */
+ /* Only do blend if there are more than 2 neighbors. This avoids losing too much AA. */
blend = clamp(blend * 2.0 - 1.0, 0.0, 1.0);
fragColor = mix(fragColor, fragColor / fragColor.a, blend);
}
diff --git a/source/blender/draw/engines/overlay/shaders/extra_vert.glsl b/source/blender/draw/engines/overlay/shaders/extra_vert.glsl
index 89bc0bcf522..74854dc0f8d 100644
--- a/source/blender/draw/engines/overlay/shaders/extra_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/extra_vert.glsl
@@ -222,7 +222,7 @@ void main()
edgePos = edgeStart = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy;
#ifdef SELECT_EDGES
- /* HACK: to avoid loosing sub pixel object in selections, we add a bit of randomness to the
+ /* HACK: to avoid losing sub-pixel object in selections, we add a bit of randomness to the
* wire to at least create one fragment that will pass the occlusion query. */
/* TODO(fclem): Limit this workaround to selection. It's not very noticeable but still... */
gl_Position.xy += sizeViewportInv.xy * gl_Position.w * ((gl_VertexID % 2 == 0) ? -1.0 : 1.0);
diff --git a/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl
index 8a80441b5d9..91f45329018 100644
--- a/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl
@@ -18,7 +18,7 @@ void main()
gl_Position = point_world_to_ndc(world_pos);
#ifdef SELECT_EDGES
- /* HACK: to avoid loosing sub pixel object in selections, we add a bit of randomness to the
+ /* HACK: to avoid losing sub-pixel object in selections, we add a bit of randomness to the
* wire to at least create one fragment that will pass the occlusion query. */
/* TODO(fclem): Limit this workaround to selection. It's not very noticeable but still... */
gl_Position.xy += sizeViewportInv.xy * gl_Position.w * ((gl_VertexID % 2 == 0) ? -1.0 : 1.0);
diff --git a/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl b/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl
index c80d8f99628..c083fdacbbe 100644
--- a/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl
@@ -169,7 +169,7 @@ void main()
}
#ifdef SELECT_EDGES
- /* HACK: to avoid loosing sub pixel object in selections, we add a bit of randomness to the
+ /* HACK: to avoid losing sub-pixel object in selections, we add a bit of randomness to the
* wire to at least create one fragment that will pass the occlusion query. */
gl_Position.xy += sizeViewportInv.xy * gl_Position.w * ((gl_VertexID % 2 == 0) ? -1.0 : 1.0);
#endif