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Diffstat (limited to 'source/blender/draw/engines/overlay')
-rw-r--r--source/blender/draw/engines/overlay/overlay_extra.c2
-rw-r--r--source/blender/draw/engines/overlay/overlay_shader.c2
-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
6 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_extra.c b/source/blender/draw/engines/overlay/overlay_extra.c
index 91e605bf0ae..00429a19cf4 100644
--- a/source/blender/draw/engines/overlay/overlay_extra.c
+++ b/source/blender/draw/engines/overlay/overlay_extra.c
@@ -1176,7 +1176,7 @@ void OVERLAY_camera_cache_populate(OVERLAY_Data *vedata, Object *ob)
invert_v3(scale);
for (int i = 0; i < 4; i++) {
mul_v3_v3(vec[i], scale);
- /* Project to z=-1 plane. Makes positionning / scaling easier. (see shader) */
+ /* Project to z=-1 plane. Makes positioning / scaling easier. (see shader) */
mul_v2_fl(vec[i], 1.0f / fabsf(vec[i][2]));
}
diff --git a/source/blender/draw/engines/overlay/overlay_shader.c b/source/blender/draw/engines/overlay/overlay_shader.c
index 88f4e28c039..6b07547bf96 100644
--- a/source/blender/draw/engines/overlay/overlay_shader.c
+++ b/source/blender/draw/engines/overlay/overlay_shader.c
@@ -238,7 +238,7 @@ void OVERLAY_shader_library_ensure(void)
{
if (e_data.lib == NULL) {
e_data.lib = DRW_shader_library_create();
- /* NOTE: Theses needs to be ordered by dependencies. */
+ /* NOTE: These need to be ordered by dependencies. */
DRW_SHADER_LIB_ADD(e_data.lib, common_globals_lib);
DRW_SHADER_LIB_ADD(e_data.lib, common_overlay_lib);
DRW_SHADER_LIB_ADD(e_data.lib, common_colormanagement_lib);
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