diff options
Diffstat (limited to 'source/blender/draw/engines')
6 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_shaders.c b/source/blender/draw/engines/eevee/eevee_shaders.c index 6fd5d97089d..5709621fc05 100644 --- a/source/blender/draw/engines/eevee/eevee_shaders.c +++ b/source/blender/draw/engines/eevee/eevee_shaders.c @@ -718,7 +718,7 @@ GPUShader *EEVEE_shaders_cryptomatte_sh_get(bool is_hair) if (e_data.cryptomatte_sh[index] == NULL) { DynStr *ds = BLI_dynstr_new(); BLI_dynstr_append(ds, SHADER_DEFINES); - BLI_dynstr_append(ds, "#define attrib_load(a) \n"); + BLI_dynstr_append(ds, "#define attrib_load() \n"); if (is_hair) { BLI_dynstr_append(ds, "#define HAIR_SHADER\n"); } diff --git a/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh b/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh index 1261c855a82..eb409f076f3 100644 --- a/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh +++ b/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh @@ -126,7 +126,7 @@ BLI_STATIC_ASSERT_ALIGN(VelocityGeometryIndex, 16) * \{ */ enum eClosureBits : uint32_t { - /** NOTE: Theses are used as stencil bits. So we are limited to 8bits. */ + /** NOTE: These are used as stencil bits. So we are limited to 8bits. */ CLOSURE_DIFFUSE = (1u << 0u), CLOSURE_SSS = (1u << 1u), CLOSURE_REFLECTION = (1u << 2u), diff --git a/source/blender/draw/engines/eevee_next/eevee_velocity.hh b/source/blender/draw/engines/eevee_next/eevee_velocity.hh index 1bfd9f8c18f..e2606c061e1 100644 --- a/source/blender/draw/engines/eevee_next/eevee_velocity.hh +++ b/source/blender/draw/engines/eevee_next/eevee_velocity.hh @@ -111,7 +111,7 @@ class VelocityModule { void step_sync(eVelocityStep step, float time); /* Gather motion data. Returns true if the object **can** have motion. */ - bool step_object_sync(Object *ob, ObjectKey &ob_key, int recalc = 0); + bool step_object_sync(Object *ob, ObjectKey &object_key, int recalc = 0); /* Moves next frame data to previous frame data. Nullify next frame data. */ void step_swap(); diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_attributes_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_attributes_lib.glsl index fafea1e576e..a65bb7decb6 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_attributes_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_attributes_lib.glsl @@ -287,7 +287,7 @@ vec3 attr_load_uv(vec3 attr) /** \name Volume Attribute post * * TODO(@fclem): These implementation details should concern the DRWManager and not be a fix on - * the engine side. But as of now, the engines are reponsible for loading the attributes. + * the engine side. But as of now, the engines are responsible for loading the attributes. * * \{ */ diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl index 277b2e35d8b..0ccf06a9e14 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl @@ -29,7 +29,7 @@ bool closure_select(float weight, inout float total_weight, inout float r) float x = weight / total_weight; bool chosen = (r < x); /* Assuming that if r is in the interval [0,x] or [x,1], it's still uniformly distributed within - * that interval, so you remaping to [0,1] again to explore this space of probability. */ + * that interval, so you remapping to [0,1] again to explore this space of probability. */ r = (chosen) ? (r / x) : ((r - x) / (1.0 - x)); return chosen; } @@ -333,7 +333,7 @@ vec3 coordinate_screen(vec3 P) window.xy = vec2(0.5); } else { - /* TODO(fclem): Actual camera tranform. */ + /* TODO(fclem): Actual camera transform. */ window.xy = project_point(ViewProjectionMatrix, P).xy * 0.5 + 0.5; window.xy = window.xy * CameraTexCoFactors.xy + CameraTexCoFactors.zw; } diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_face_dots_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_face_dots_vert.glsl index 280b31ea463..c0d4393f2da 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_face_dots_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_face_dots_vert.glsl @@ -5,6 +5,6 @@ void main() vec3 world_pos = point_object_to_world(vec3(au, 0.0)); gl_Position = point_world_to_ndc(world_pos); - finalColor = ((flag & FACE_UV_SELECT) != 0) ? colorVertexSelect : vec4(colorWire.rgb, 1.0); + finalColor = ((flag & FACE_UV_SELECT) != 0) ? colorFaceDot : vec4(colorWire.rgb, 1.0); gl_PointSize = pointSize; } |