diff options
Diffstat (limited to 'source/blender/draw/engines/overlay')
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 |