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-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h2
-rw-r--r--source/blender/draw/engines/eevee/eevee_subsurface.c2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl4
-rw-r--r--source/blender/draw/engines/overlay/shaders/armature_shape_solid_frag.glsl4
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl2
6 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index a922ec7cd7d..f51b4fa0127 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -680,7 +680,7 @@ typedef struct EEVEE_GeometryMotionData {
int use_deform;
struct GPUBatch *batch; /* Batch for time = t. */
- struct GPUVertBuf *vbo[2]; /* Vbo for time = t +/- step. */
+ struct GPUVertBuf *vbo[2]; /* VBO for time = t +/- step. */
} EEVEE_GeometryMotionData;
/* ************ EFFECTS DATA ************* */
diff --git a/source/blender/draw/engines/eevee/eevee_subsurface.c b/source/blender/draw/engines/eevee/eevee_subsurface.c
index 23893d79090..b7bcd127859 100644
--- a/source/blender/draw/engines/eevee/eevee_subsurface.c
+++ b/source/blender/draw/engines/eevee/eevee_subsurface.c
@@ -144,7 +144,7 @@ void EEVEE_subsurface_output_init(EEVEE_ViewLayerData *UNUSED(sldata),
/* Clear texture.
* Due to the late initialization of the SSS it can happen that the `taa_current_sample` is
* already higher than one. This is noticeable when loading a file that has the diffuse light
- * pass in look dev mode active. `texture_created` will make sure that newly created textures
+ * pass in look-dev mode active. `texture_created` will make sure that newly created textures
* are cleared. */
if (effects->taa_current_sample == 1 || texture_created) {
const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
index 06dd8a64485..84626eac4cf 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
@@ -278,7 +278,7 @@ vec3 probe_evaluate_grid(GridData gd, vec3 P, vec3 N, vec3 localpos)
float ws_dist_point_to_cell = length(ws_point_to_cell);
vec3 ws_light = ws_point_to_cell / ws_dist_point_to_cell;
- /* Smooth backface test */
+ /* Smooth back-face test. */
float weight = saturate(dot(ws_light, N));
/* Precomputed visibility */
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
index 90c5f1b95a0..73c4b521b05 100644
--- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -101,7 +101,7 @@ struct RayTraceParameters {
};
/* Returns true on hit. */
-/* TODO: fclem remove the backface check and do it the SSR resolve code. */
+/* TODO(fclem): remove the back-face check and do it the SSR resolve code. */
bool raytrace(Ray ray,
RayTraceParameters params,
const bool discard_backface,
@@ -151,7 +151,7 @@ bool raytrace(Ray ray,
/* ... and above it with the added thickness. */
hit = hit && (delta > ss_p.z - ss_p.w || abs(delta) < abs(ssray.direction.z * stride * 2.0));
}
- /* Discard backface hits. */
+ /* Discard back-face hits. */
hit = hit && !(discard_backface && prev_delta < 0.0);
/* Reject hit if background. */
hit = hit && (depth_sample != 1.0);
diff --git a/source/blender/draw/engines/overlay/shaders/armature_shape_solid_frag.glsl b/source/blender/draw/engines/overlay/shaders/armature_shape_solid_frag.glsl
index 17e8d0da5d9..26796c82f66 100644
--- a/source/blender/draw/engines/overlay/shaders/armature_shape_solid_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/armature_shape_solid_frag.glsl
@@ -9,8 +9,8 @@ layout(location = 1) out vec4 lineOutput;
void main()
{
- /* Manual backface cullling.. Not ideal for performance
- * but needed for view clarity in xray mode and support
+ /* Manual back-face culling. Not ideal for performance
+ * but needed for view clarity in X-ray mode and support
* for inverted bone matrices. */
if ((inverted == 1) == gl_FrontFacing) {
discard;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
index 6e10a656fc1..c5b2ce0fd99 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
@@ -24,7 +24,7 @@ void main()
workbench_float_pair_decode(mat_data.a, roughness, metallic);
#ifdef V3D_LIGHTING_MATCAP
- /* When using matcaps, mat_data.a is the backface sign. */
+ /* When using matcaps, mat_data.a is the back-face sign. */
N = (mat_data.a > 0.0) ? N : -N;
fragColor.rgb = get_matcap_lighting(base_color, N, I);