From 87d737cd792183d409760ab1f0a778abb9f1daa3 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Thu, 6 Oct 2022 12:12:09 +1100 Subject: Cleanup: spelling in code comments --- .../blender/draw/engines/eevee_next/shaders/eevee_attributes_lib.glsl | 2 +- .../eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl | 2 +- .../engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl | 2 +- source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl | 2 +- .../blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl | 2 +- .../blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl | 4 ++-- 6 files changed, 7 insertions(+), 7 deletions(-) (limited to 'source/blender/draw/engines/eevee_next') diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_attributes_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_attributes_lib.glsl index 6fe5fa01fa3..ea1b02e56b3 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_attributes_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_attributes_lib.glsl @@ -17,7 +17,7 @@ vec3 attr_load_orco(vec4 orco) { /* We know when there is no orco layer when orco.w is 1.0 because it uses the generic vertex - * attrib (which is [0,0,0,1]). */ + * attribute (which is [0,0,0,1]). */ if (orco.w == 1.0) { /* If the object does not have any deformation, the orco layer calculation is done on the fly * using the orco_madd factors. */ diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl index 99a47c541e9..49a00b60abf 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl @@ -239,7 +239,7 @@ void dof_gather_accumulate_sample_ring(DofGatherData ring_data, } } -/* FIXME(fclem) Seems to be wrong since it needs ringcount+1 as input for +/* FIXME(fclem) Seems to be wrong since it needs `ringcount + 1` as input for * slightfocus gather. */ /* This should be replaced by web_sample_count_get() but doing so is breaking other things. */ int dof_gather_total_sample_count(const int ring_count, const int ring_density) diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl index a6426cd06e4..41a6fe466b9 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl @@ -82,7 +82,7 @@ void main() { ivec2 texel = min(ivec2(gl_GlobalInvocationID.xy), imageSize(inout_color_lod0_img) - 1); uvec2 texel_local = gl_LocalInvocationID.xy; - /* Increase readablility. */ + /* Increase readability. */ #define LOCAL_INDEX texel_local.y][texel_local.x #define LOCAL_OFFSET(x_, y_) texel_local.y + (y_)][texel_local.x + (x_) diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl index 21b9a83abb9..8845434412e 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl @@ -187,7 +187,7 @@ void film_cryptomatte_layer_accum_and_store( if (pass_id == -1) { return; } - /* x = hash, y = accumed weight. Only keep track of 4 highest weighted samples. */ + /* x = hash, y = accumulated weight. Only keep track of 4 highest weighted samples. */ vec2 crypto_samples[4] = vec2[4](vec2(0.0), vec2(0.0), vec2(0.0), vec2(0.0)); for (int i = 0; i < film_buf.samples_len; i++) { FilmSample src = film_sample_get(i, texel_film); diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl index 0eea4a5ff33..a54133167ac 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl @@ -41,7 +41,7 @@ vec3 sampling_rng_3D_get(const eSamplingDimension dimension) /** \name Random Number Generators. * \{ */ -/* Interlieved gradient noise by Jorge Jimenez +/* Interleaved gradient noise by Jorge Jimenez * http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare * Seeding found by Epic Game. */ float interlieved_gradient_noise(vec2 pixel, float seed, float offset) diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl index 8d02609fedc..a17aec8eae2 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl @@ -32,7 +32,7 @@ vec4 velocity_surface(vec3 P_prv, vec3 P, vec3 P_nxt) next_uv = curr_uv; } /* NOTE: We output both vectors in the same direction so we can reuse the same vector - * with rgrg swizzle in viewport. */ + * with RGRG swizzle in viewport. */ vec4 motion = vec4(prev_uv - curr_uv, curr_uv - next_uv); /* Convert NDC velocity to UV velocity */ motion *= 0.5; @@ -54,7 +54,7 @@ vec4 velocity_background(vec3 vV) vec2 curr_uv = project_point(camera_curr.winmat, V).xy; vec2 next_uv = project_point(camera_next.winmat, V).xy; /* NOTE: We output both vectors in the same direction so we can reuse the same vector - * with rgrg swizzle in viewport. */ + * with RGRG swizzle in viewport. */ vec4 motion = vec4(prev_uv - curr_uv, curr_uv - next_uv); /* Convert NDC velocity to UV velocity */ motion *= 0.5; -- cgit v1.2.3