diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_shader_shared_utils.h')
-rw-r--r-- | source/blender/gpu/intern/gpu_shader_shared_utils.h | 7 |
1 files changed, 3 insertions, 4 deletions
diff --git a/source/blender/gpu/intern/gpu_shader_shared_utils.h b/source/blender/gpu/intern/gpu_shader_shared_utils.h index 1097547e5ae..f061f0f968a 100644 --- a/source/blender/gpu/intern/gpu_shader_shared_utils.h +++ b/source/blender/gpu/intern/gpu_shader_shared_utils.h @@ -24,16 +24,16 @@ * We use the same vector and matrix types as Blender C++. Some math functions are defined to use * the float version to match the GLSL syntax. * This file can be used for C & C++ code and the syntax used should follow the same rules. - * Some preprocessing is done by the GPU backend to make it GLSL compatible. + * Some preprocessing is done by the GPU back-end to make it GLSL compatible. * * IMPORTANT: - * - Don't add trailing comma at the end of the enum. Our custom pre-processor will noy trim it + * - Don't add trailing comma at the end of the enum. Our custom pre-processor will now trim it * for GLSL. * - Always use `u` suffix for enum values. GLSL do not support implicit cast. * - Define all values. This is in order to simplify custom pre-processor code. * - Always use uint32_t as underlying type. * - Use float suffix by default for float literals to avoid double promotion in C++. - * - Pack one float or int after a vec3/ivec3 to fullfil alligment rules. + * - Pack one float or int after a vec3/ivec3 to fulfill alignment rules. * * NOTE: Due to alignment restriction and buggy drivers, do not try to use mat3 inside structs. * NOTE: (UBO only) Do not use arrays of float. They are padded to arrays of vec4 and are not worth @@ -81,7 +81,6 @@ # ifdef __cplusplus # include "BLI_float4x4.hh" -# include "BLI_float4x4.hh" # else typedef float float2[2]; typedef float float3[3]; |