Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_shader_fx.c2
-rw-r--r--source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl2
-rw-r--r--source/blender/draw/intern/shaders/common_view_lib.glsl2
4 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/draw/engines/gpencil/gpencil_shader_fx.c b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c
index bf146add19d..d01aaaed8b0 100644
--- a/source/blender/draw/engines/gpencil/gpencil_shader_fx.c
+++ b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c
@@ -586,7 +586,7 @@ void gpencil_vfx_cache_populate(GPENCIL_Data *vedata, Object *ob, GPENCIL_tObjec
GPENCIL_FramebufferList *fbl = vedata->fbl;
GPENCIL_PrivateData *pd = vedata->stl->pd;
- /* These may not be allocated yet, use adress of future pointer. */
+ /* These may not be allocated yet, use address of future pointer. */
gpIterVfxData iter = {
.pd = pd,
.tgp_ob = tgp_ob,
diff --git a/source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl
index b720be0c7d1..45ebad0aafe 100644
--- a/source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl
@@ -38,7 +38,7 @@ void main()
mat3 normal_mat = transpose(inverse(mat3(model_mat)));
/* TODO FIX: there is still a problem with this vector
* when the bone is scaled or in persp mode. But it's
- * barelly visible at the outline corners. */
+ * barely visible at the outline corners. */
ssNor = normalize(normal_world_to_view(normal_mat * snor).xy);
ssPos = proj(pPos);
diff --git a/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl b/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl
index c77c89396af..1c54076f3ea 100644
--- a/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl
@@ -124,7 +124,7 @@ void straight_line_dir(bvec4 edges1, bvec4 edges2, out vec2 line_start, out vec2
vec2 diag_offset(bvec4 edges)
{
/* X_NEG | Y_POS as reference. Other cases are rotated to match reference.
- * So the line is comming from bottom left. */
+ * So the line is coming from bottom left. */
if (all(edges.wz)) {
/* Horizontal line. */
return vec2(2.5, 0.5);
diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl
index 73c112fe3fb..ff085094a18 100644
--- a/source/blender/draw/intern/shaders/common_view_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_view_lib.glsl
@@ -168,7 +168,7 @@ uniform mat4 ModelMatrixInverse;
#define resource_handle (resourceChunk * DRW_RESOURCE_CHUNK_LEN + resource_id)
/** Transform shortcuts. */
-/* Rule of thumb: Try to reuse world positions and normals because converting though viewspace
+/* Rule of thumb: Try to reuse world positions and normals because converting through viewspace
* will always be decomposed in at least 2 matrix operation. */
/**