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-rw-r--r--source/blender/nodes/composite/nodes/node_composite_colorbalance.c2
-rw-r--r--source/blender/nodes/shader/node_shader_util.c2
2 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/nodes/composite/nodes/node_composite_colorbalance.c b/source/blender/nodes/composite/nodes/node_composite_colorbalance.c
index 26d7aa0a3a0..9995036f89c 100644
--- a/source/blender/nodes/composite/nodes/node_composite_colorbalance.c
+++ b/source/blender/nodes/composite/nodes/node_composite_colorbalance.c
@@ -69,7 +69,7 @@ DO_INLINE float colorbalance_cdl(float in, float offset, float power, float slop
/* note: lift_lgg is just 2-lift, gamma_inv is 1.0/gamma */
DO_INLINE float colorbalance_lgg(float in, float lift_lgg, float gamma_inv, float gain)
{
- /* 1:1 match with the sequencer with linear/srgb conversions, the conversion isnt pretty
+ /* 1:1 match with the sequencer with linear/srgb conversions, the conversion isn'tisn't pretty
* but best keep it this way, sice testing for durian shows a similar calculation
* without lin/srgb conversions gives bad results (over-saturated shadows) with colors
* slightly below 1.0. some correction can be done but it ends up looking bad for shadows or lighter tones - campbell */
diff --git a/source/blender/nodes/shader/node_shader_util.c b/source/blender/nodes/shader/node_shader_util.c
index 6e79c4acbeb..606ba98762c 100644
--- a/source/blender/nodes/shader/node_shader_util.c
+++ b/source/blender/nodes/shader/node_shader_util.c
@@ -132,7 +132,7 @@ void nodeShaderSynchronizeID(bNode *node, int copyto)
Material *ma= (Material *)node->id;
int a;
- /* hrmf, case in loop isnt super fast, but we dont edit 100s of material at same time either! */
+ /* hrmf, case in loop isn't super fast, but we don't edit 100s of material at same time either! */
for(a=0, sock= node->inputs.first; sock; sock= sock->next, a++) {
if(!nodeSocketIsHidden(sock)) {
if(copyto) {