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-rw-r--r--source/blender/draw/engines/eevee/eevee_lut_gen.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_motion_blur.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h2
-rw-r--r--source/blender/draw/engines/eevee/eevee_shaders.c2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl2
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl2
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_vfx_frag.glsl2
-rw-r--r--source/blender/draw/engines/image/image_shader.c2
-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
-rw-r--r--source/blender/draw/engines/workbench/workbench_shader.c2
-rw-r--r--source/blender/draw/intern/draw_cache_extract_mesh.c6
-rw-r--r--source/blender/draw/intern/shaders/common_smaa_lib.glsl2
19 files changed, 21 insertions, 21 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lut_gen.c b/source/blender/draw/engines/eevee/eevee_lut_gen.c
index b74cb6c7687..18645fea5e0 100644
--- a/source/blender/draw/engines/eevee/eevee_lut_gen.c
+++ b/source/blender/draw/engines/eevee/eevee_lut_gen.c
@@ -22,7 +22,7 @@
* EEVEE LUT generation:
*
* Routine to generate the LUT used by eevee stored in eevee_lut.h
- * Theses functions are not to be used in the final executable.
+ * These functions are not to be used in the final executable.
*/
#include "DRW_render.h"
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 56e4af0b6de..5f2821730f1 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -415,7 +415,7 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
/* Renderpass accumulation. */
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ADD_FULL;
- /* Create an instance of each of theses passes and link them together. */
+ /* Create an instance of each of these passes and link them together. */
DRWPass *passes[] = {
psl->material_ps,
psl->material_cull_ps,
diff --git a/source/blender/draw/engines/eevee/eevee_motion_blur.c b/source/blender/draw/engines/eevee/eevee_motion_blur.c
index 8dcab579603..0a79d9466e9 100644
--- a/source/blender/draw/engines/eevee/eevee_motion_blur.c
+++ b/source/blender/draw/engines/eevee/eevee_motion_blur.c
@@ -476,7 +476,7 @@ void EEVEE_motion_blur_cache_finish(EEVEE_Data *vedata)
if (vbo) {
/* Use the vbo to perform the copy on the GPU. */
GPU_vertbuf_use(vbo);
- /* Perform a copy to avoid loosing it after RE_engine_frame_set(). */
+ /* Perform a copy to avoid losing it after RE_engine_frame_set(). */
mb_geom->vbo[mb_step] = vbo = GPU_vertbuf_duplicate(vbo);
/* Find and replace "pos" attrib name. */
GPUVertFormat *format = (GPUVertFormat *)GPU_vertbuf_get_format(vbo);
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index 9845ec903e5..e48f5f9dd32 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -716,7 +716,7 @@ typedef struct EEVEE_EffectsInfo {
CameraParams past_cam_params;
CameraParams current_cam_params;
char motion_blur_step; /* Which step we are evaluating. */
- int motion_blur_max; /* Maximum distance in pixels a motion blured pixel can cover. */
+ int motion_blur_max; /* Maximum distance in pixels a motion-blurred pixel can cover. */
float motion_blur_near_far[2]; /* Camera near/far clip distances (positive). */
bool cam_params_init;
/* TODO(fclem): Only used in render mode for now.
diff --git a/source/blender/draw/engines/eevee/eevee_shaders.c b/source/blender/draw/engines/eevee/eevee_shaders.c
index 7a83bebdeca..52d330c3ad2 100644
--- a/source/blender/draw/engines/eevee/eevee_shaders.c
+++ b/source/blender/draw/engines/eevee/eevee_shaders.c
@@ -258,7 +258,7 @@ static void eevee_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_math_lib);
DRW_SHADER_LIB_ADD(e_data.lib, common_math_geom_lib);
DRW_SHADER_LIB_ADD(e_data.lib, common_hair_lib);
diff --git a/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl
index 9199eae816d..0aa54715460 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl
@@ -60,7 +60,7 @@ vec2 sample_weights(float center_depth,
float sample_motion_length,
float offset_length)
{
- /* Clasify foreground/background. */
+ /* Classify foreground/background. */
vec2 depth_weight = depth_compare(center_depth, sample_depth);
/* Weight if sample is overlapping or under the center pixel. */
vec2 spread_weight = spread_compare(center_motion_length, sample_motion_length, offset_length);
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
index 5f14f590128..aebd1c3aef3 100644
--- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -238,7 +238,7 @@ vec3 raycast(int index,
#endif
}
- /* Discard backface hits. Only do this if the ray traveled enough to avoid loosing intricate
+ /* Discard backface hits. Only do this if the ray traveled enough to avoid losing intricate
* contact reflections. This is only used for SSReflections. */
if (discard_backface && prev_delta < 0.0 && curr_time > 4.1) {
hit = false;
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl
index 189ed91cbb4..3065d553dce 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl
@@ -393,7 +393,7 @@ void stroke_vertex()
is_squares = false;
}
- /* Enpoints, we discard the vertices. */
+ /* Endpoints, we discard the vertices. */
if (ma1.x == -1 || (!is_dot && ma2.x == -1)) {
discard_vert();
return;
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_vfx_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_vfx_frag.glsl
index 503248558ad..aedc8668387 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_vfx_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_vfx_frag.glsl
@@ -274,7 +274,7 @@ uniform bool isFirstPass;
vec2 compute_uvs(float x)
{
vec2 uv = uvcoordsvar.xy;
- /* Tranform UV (loc, rot, scale) */
+ /* Transform UV (loc, rot, scale) */
uv = uv.x * uvRotX + uv.y * uvRotY + uvOffset;
uv += blurDir * x;
/* Wave deform. */
diff --git a/source/blender/draw/engines/image/image_shader.c b/source/blender/draw/engines/image/image_shader.c
index 7dc428de2ee..691c0d7029a 100644
--- a/source/blender/draw/engines/image/image_shader.c
+++ b/source/blender/draw/engines/image/image_shader.c
@@ -49,7 +49,7 @@ void IMAGE_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_colormanagement_lib);
DRW_SHADER_LIB_ADD(e_data.lib, common_globals_lib);
DRW_SHADER_LIB_ADD(e_data.lib, common_view_lib);
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
diff --git a/source/blender/draw/engines/workbench/workbench_shader.c b/source/blender/draw/engines/workbench/workbench_shader.c
index 1c612404c95..ad610a6a885 100644
--- a/source/blender/draw/engines/workbench/workbench_shader.c
+++ b/source/blender/draw/engines/workbench/workbench_shader.c
@@ -120,7 +120,7 @@ void workbench_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_math_lib);
DRW_SHADER_LIB_ADD(e_data.lib, common_math_geom_lib);
DRW_SHADER_LIB_ADD(e_data.lib, common_hair_lib);
diff --git a/source/blender/draw/intern/draw_cache_extract_mesh.c b/source/blender/draw/intern/draw_cache_extract_mesh.c
index 9e2ac26f9f0..d9fbb01789f 100644
--- a/source/blender/draw/intern/draw_cache_extract_mesh.c
+++ b/source/blender/draw/intern/draw_cache_extract_mesh.c
@@ -907,7 +907,7 @@ static void extract_tris_finish(const MeshRenderData *mr,
if (mr->use_final_mesh && cache->final.tris_per_mat) {
MeshBufferCache *mbc = &cache->final;
for (int i = 0; i < mr->mat_len; i++) {
- /* Theses IBOs have not been queried yet but we create them just in case they are needed
+ /* These IBOs have not been queried yet but we create them just in case they are needed
* later since they are not tracked by mesh_buffer_cache_create_requested(). */
if (mbc->tris_per_mat[i] == NULL) {
mbc->tris_per_mat[i] = GPU_indexbuf_calloc();
@@ -1380,7 +1380,7 @@ static void extract_lines_paint_mask_iter_poly_mesh(const MeshRenderData *mr,
}
}
else {
- /* Set theses unselected loop only if this edge has no other selected loop. */
+ /* Set these unselected loop only if this edge has no other selected loop. */
if (!BLI_BITMAP_TEST(data->select_map, e_index)) {
GPU_indexbuf_set_line_verts(&data->elb, e_index, ml_index, ml_index_other);
}
@@ -5230,7 +5230,7 @@ static void *extract_skin_roots_init(const MeshRenderData *mr,
}
}
- /* It's really unlikely that all verts will be roots. Resize to avoid loosing VRAM. */
+ /* It's really unlikely that all verts will be roots. Resize to avoid losing VRAM. */
GPU_vertbuf_data_len_set(vbo, root_len);
return NULL;
diff --git a/source/blender/draw/intern/shaders/common_smaa_lib.glsl b/source/blender/draw/intern/shaders/common_smaa_lib.glsl
index 78a62c6ae7d..36ffb4d8b32 100644
--- a/source/blender/draw/intern/shaders/common_smaa_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_smaa_lib.glsl
@@ -118,7 +118,7 @@
* half-rate linear filtering on GCN.
*
* If SMAA is applied to 64-bit color buffers, switching to point filtering
- * when accesing them will increase the performance. Search for
+ * when accessing them will increase the performance. Search for
* 'SMAASamplePoint' to see which textures may benefit from point
* filtering, and where (which is basically the color input in the edge
* detection and resolve passes).