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Diffstat (limited to 'source/blender/gpu/intern/gpu_shader_shared_utils.h')
-rw-r--r--source/blender/gpu/intern/gpu_shader_shared_utils.h7
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];