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Diffstat (limited to 'source/blender/draw/engines/workbench')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl2
-rw-r--r--source/blender/draw/engines/workbench/workbench_effect_antialiasing.c2
-rw-r--r--source/blender/draw/engines/workbench/workbench_effect_dof.c2
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials.c2
-rw-r--r--source/blender/draw/engines/workbench/workbench_private.h4
-rw-r--r--source/blender/draw/engines/workbench/workbench_shadow.c2
6 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
index eaa553a10de..9bd49bb84f8 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
@@ -288,7 +288,7 @@ void main()
ls_ray_dir -= ls_ray_ori;
- /* TODO: Align rays to volume center so that it mimics old behaviour of slicing the volume. */
+ /* TODO: Align rays to volume center so that it mimics old behavior of slicing the volume. */
float dist = line_unit_box_intersect_dist(ls_ray_ori, ls_ray_dir);
if (dist > 0.0) {
diff --git a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c
index 20c30d9ce68..feb48b2623d 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c
+++ b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c
@@ -75,7 +75,7 @@ static void workbench_taa_jitter_init_order(float (*table)[2], int num)
swap_v2_v2(table[0], table[closest_index]);
}
- /* sort list based on furtest distance with previous */
+ /* Sort list based on farthest distance with previous. */
for (int i = 0; i < num - 2; i++) {
float f_squared_dist = 0.0;
int f_index = i;
diff --git a/source/blender/draw/engines/workbench/workbench_effect_dof.c b/source/blender/draw/engines/workbench/workbench_effect_dof.c
index 73cd501190f..a00453fe125 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_dof.c
+++ b/source/blender/draw/engines/workbench/workbench_effect_dof.c
@@ -104,7 +104,7 @@ static void workbench_dof_setup_samples(struct GPUUniformBuf **ubo,
square_to_circle(x, y, &r, &T);
samp[2] = r;
- /* Bokeh shape parametrisation */
+ /* Bokeh shape parameterization. */
if (bokeh_sides > 1.0f) {
float denom = T - (2.0 * M_PI / bokeh_sides) *
floorf((bokeh_sides * T + M_PI) / (2.0 * M_PI));
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index 6aa794bda51..6e9118bfe46 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -76,7 +76,7 @@ void workbench_material_ubo_data(WORKBENCH_PrivateData *wpd,
alpha *= mat->a;
copy_v3_v3(data->base_color, &mat->r);
metallic = mat->metallic;
- roughness = sqrtf(mat->roughness); /* Remap to disney roughness. */
+ roughness = sqrtf(mat->roughness); /* Remap to Disney roughness. */
}
else {
copy_v3_fl(data->base_color, 0.8f);
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h
index d157c260fbd..522aae7f542 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -225,7 +225,7 @@ BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_Material, 16)
typedef struct WORKBENCH_Prepass {
/** Hash storing shading group for each Material or GPUTexture to reduce state changes. */
struct GHash *material_hash;
- /** First common (non-vcol and non-image colored) shading group to created subgroups. */
+ /** First common (non-vertex-color and non-image-colored) shading group to created subgroups. */
struct DRWShadingGroup *common_shgrp;
/** First Vertex Color shading group to created subgroups. */
struct DRWShadingGroup *vcol_shgrp;
@@ -384,7 +384,7 @@ typedef struct WORKBENCH_ViewLayerData {
struct GPUUniformBuf *cavity_sample_ubo;
/** Blue noise texture used to randomize the sampling of some effects.*/
struct GPUTexture *cavity_jitter_tx;
- /** Materials ubos allocated in a memblock for easy bookeeping. */
+ /** Materials UBO's allocated in a memblock for easy bookkeeping. */
struct BLI_memblock *material_ubo;
struct BLI_memblock *material_ubo_data;
/** Number of samples for which cavity_sample_ubo is valid. */
diff --git a/source/blender/draw/engines/workbench/workbench_shadow.c b/source/blender/draw/engines/workbench/workbench_shadow.c
index 881c186e3e5..99d945c311e 100644
--- a/source/blender/draw/engines/workbench/workbench_shadow.c
+++ b/source/blender/draw/engines/workbench/workbench_shadow.c
@@ -157,7 +157,7 @@ void workbench_shadow_cache_init(WORKBENCH_Data *data)
DRWState state = DRW_STATE_DEPTH_LESS | DRW_STATE_STENCIL_ALWAYS;
#endif
- /* TODO(fclem): Merge into one pass with subpasses. */
+ /* TODO(fclem): Merge into one pass with sub-passes. */
DRW_PASS_CREATE(psl->shadow_ps[0], state | depth_pass_state);
DRW_PASS_CREATE(psl->shadow_ps[1], state | depth_fail_state);