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Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/opengl/gl_state.cc9
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl3
2 files changed, 7 insertions, 5 deletions
diff --git a/source/blender/gpu/opengl/gl_state.cc b/source/blender/gpu/opengl/gl_state.cc
index 419cb8b0c9c..dc0317726a8 100644
--- a/source/blender/gpu/opengl/gl_state.cc
+++ b/source/blender/gpu/opengl/gl_state.cc
@@ -338,7 +338,7 @@ void GLStateManager::set_blend(const eGPUBlend value)
/**
* Factors to the equation.
* SRC is fragment shader output.
- * DST is framebuffer color.
+ * DST is frame-buffer color.
* final.rgb = SRC.rgb * src_rgb + DST.rgb * dst_rgb;
* final.a = SRC.a * src_alpha + DST.a * dst_alpha;
**/
@@ -414,7 +414,8 @@ void GLStateManager::set_blend(const eGPUBlend value)
}
/* Always set the blend function. This avoid a rendering error when blending is disabled but
- * GPU_BLEND_CUSTOM was used just before and the framebuffer is using more than 1 color targe */
+ * GPU_BLEND_CUSTOM was used just before and the frame-buffer is using more than 1 color target.
+ */
glBlendFuncSeparate(src_rgb, dst_rgb, src_alpha, dst_alpha);
if (value != GPU_BLEND_NONE) {
glEnable(GL_BLEND);
@@ -427,7 +428,7 @@ void GLStateManager::set_blend(const eGPUBlend value)
/** \} */
/* -------------------------------------------------------------------- */
-/** \name Texture state managment
+/** \name Texture State Management
* \{ */
void GLStateManager::texture_bind(Texture *tex_, eGPUSamplerState sampler_type, int unit)
@@ -455,7 +456,7 @@ void GLStateManager::texture_bind_temp(GLTexture *tex)
// BLI_assert(!GLEW_ARB_direct_state_access);
glActiveTexture(GL_TEXTURE0);
glBindTexture(tex->target_, tex->tex_id_);
- /* Will reset the first texture that was originaly bound to slot 0 back before drawing. */
+ /* Will reset the first texture that was originally bound to slot 0 back before drawing. */
dirty_texture_binds_ |= 1UL;
/* NOTE: This might leave this texture attached to this target even after update.
* In practice it is not causing problems as we have incorrect binding detection
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl
index 470ce1a1fa7..40f76b9cacc 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl
@@ -162,7 +162,8 @@ void node_tex_voronoi_distance_to_edge_1d(vec3 coord,
float leftPointPosition = -1.0 + hash_float_to_float(cellPosition - 1.0) * randomness;
float rightPointPosition = 1.0 + hash_float_to_float(cellPosition + 1.0) * randomness;
float distanceToMidLeft = distance((midPointPosition + leftPointPosition) / 2.0, localPosition);
- float distanceToMidRight = distance((midPointPosition + rightPointPosition) / 2.0, localPosition);
+ float distanceToMidRight = distance((midPointPosition + rightPointPosition) / 2.0,
+ localPosition);
outDistance = min(distanceToMidLeft, distanceToMidRight);
}