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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders')
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl4
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert_no_geom.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_background_frag.glsl4
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert_no_geom.glsl4
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_frag.glsl4
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_geom.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert_no_geom.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_paint_point_vert.glsl4
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_paint_wire_vert.glsl4
9 files changed, 15 insertions, 15 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl
index 91eb6265192..bb45f213046 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl
@@ -25,8 +25,8 @@ void main()
* doing it per instance on CPU and sending it on via instance attribute. */
mat3 normal_mat = transpose(inverse(mat3(model_mat)));
/* TODO: FIX: there is still a problem with this vector
- * when the bone is scaled or in persp mode. But it's
- * barely visible at the outline corners. */
+ * when the bone is scaled or in perspective mode.
+ * But it's barely visible at the outline corners. */
geom_in.ssNor = normalize(normal_world_to_view(normal_mat * snor).xy);
geom_in.ssPos = proj(geom_in.pPos);
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert_no_geom.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert_no_geom.glsl
index 12749e5b3a7..aee5087fc5a 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert_no_geom.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert_no_geom.glsl
@@ -52,7 +52,7 @@ void do_vertex_shader(mat4 in_inst_obmat,
void main()
{
/* Outputs a singular vertex as part of a LineList primitive, however, requires access to
- * neighbouring 4 vertices. */
+ * neighboring 4 vertices. */
/* Fetch verts from input type lines adjacency. */
int line_prim_id = (gl_VertexID / 2);
int line_vertex_id = gl_VertexID % 2;
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_background_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_background_frag.glsl
index b25dcae9fca..960986bebd5 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_background_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_background_frag.glsl
@@ -18,8 +18,8 @@ float dither(void)
void main()
{
/* The blend equation is:
- * resutl.rgb = SRC.rgb * (1 - DST.a) + DST.rgb * (SRC.a)
- * result.a = SRC.a * 0 + DST.a * SRC.a
+ * `result.rgb = SRC.rgb * (1 - DST.a) + DST.rgb * (SRC.a)`
+ * `result.a = SRC.a * 0 + DST.a * SRC.a`
* This removes the alpha channel and put the background behind reference images
* while masking the reference images by the render alpha.
*/
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert_no_geom.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert_no_geom.glsl
index 82f0d535508..1318c91f286 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert_no_geom.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert_no_geom.glsl
@@ -65,7 +65,7 @@ void main()
* input primitive types which use restart indices. */
int base_vertex_id = quad_id * 2;
- /* Fetch attribute values for self and neighbouring vertex. */
+ /* Fetch attribute values for self and neighboring vertex. */
vec3 in_pos0 = vertex_fetch_attribute(base_vertex_id, pos, vec3);
vec3 in_pos1 = vertex_fetch_attribute(base_vertex_id + 1, pos, vec3);
uchar4 in_data0 = vertex_fetch_attribute(base_vertex_id, data, uchar4);
@@ -75,7 +75,7 @@ void main()
vec3 in_vnor1 = vec3_1010102_Inorm_to_vec3(
vertex_fetch_attribute(base_vertex_id + 1, vnor, vec3_1010102_Inorm));
- /* Calculate values for self and neighbouring vertex. */
+ /* Calculate values for self and neighboring vertex. */
vec4 out_finalColor[2];
vec4 out_finalColorOuter[2];
int selectOveride[2];
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_frag.glsl
index a849cb5160a..c9dc90e4113 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_frag.glsl
@@ -4,8 +4,8 @@
* We want to know how much a pixel is covered by a line.
* We replace the square pixel with acircle of the same area and try to find the intersection area.
* The area we search is the circular segment. https://en.wikipedia.org/wiki/Circular_segment
- * The formula for the area uses inverse trig function and is quite complexe. Instead,
- * we approximate it by using the smoothstep function and a 1.05 factor to the disc radius.
+ * The formula for the area uses inverse trig function and is quite complex. Instead,
+ * we approximate it by using the smooth-step function and a 1.05 factor to the disc radius.
*/
#define M_1_SQRTPI 0.5641895835477563 /* 1/sqrt(pi) */
#define DISC_RADIUS (M_1_SQRTPI * 1.05)
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_geom.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_geom.glsl
index 8b19f671139..f31ebffd8b8 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_geom.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_geom.glsl
@@ -28,7 +28,7 @@ void main()
half_size += (lineStyle == OVERLAY_UV_LINE_STYLE_OUTLINE) ?
max(sizeEdge * (doSmoothWire ? 1.0 : 3.0), 1.0) :
0.0;
- /* Add 1 px for AA */
+ /* Add 1 PX for AA. */
if (doSmoothWire) {
half_size += 0.5;
}
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert_no_geom.glsl b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert_no_geom.glsl
index c83e7f095a7..3272a9fa2ce 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert_no_geom.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert_no_geom.glsl
@@ -104,7 +104,7 @@ void main()
* Note: Primitive is LineStrip for this shader. */
int base_vertex_id = quad_id;
- /* Fetch attributes for self and neighbouring vertex. */
+ /* Fetch attributes for self and neighboring vertex. */
vec3 in_pos0 = vertex_fetch_attribute(base_vertex_id, pos, vec3);
vec3 in_pos1 = vertex_fetch_attribute(base_vertex_id + 1, pos, vec3);
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_paint_point_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_paint_point_vert.glsl
index 8736b2a87db..7b7408964f2 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_paint_point_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_paint_point_vert.glsl
@@ -10,8 +10,8 @@ void main()
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
- /* Add offset in Z to avoid zfighting and render selected wires on top. */
- /* TODO: scale this bias using znear and zfar range. */
+ /* Add offset in Z to avoid Z-fighting and render selected wires on top. */
+ /* TODO: scale this bias using Z-near and Z-far range. */
gl_Position.z -= (is_select ? 2e-4 : 1e-4);
if (is_hidden) {
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_paint_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_paint_wire_vert.glsl
index 749cc92f082..f34133596b1 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_paint_wire_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_paint_wire_vert.glsl
@@ -10,8 +10,8 @@ void main()
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
- /* Add offset in Z to avoid zfighting and render selected wires on top. */
- /* TODO: scale this bias using znear and zfar range. */
+ /* Add offset in Z to avoid Z-fighting and render selected wires on top. */
+ /* TODO: scale this bias using Z-near and Z-far range. */
gl_Position.z -= (is_select ? 2e-4 : 1e-4);
if (is_hidden) {