From af51e4b41c9e591bd0640623d5314508f8e6a8ea Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Mon, 3 Oct 2022 19:24:13 +0200 Subject: Cleanup: fix source comment/documentation typos Contributed by luzpaz. Differential Revision: https://developer.blender.org/D16071 --- .../draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl | 4 ++-- .../engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl | 2 +- .../blender/draw/engines/eevee_next/shaders/eevee_light_iter_lib.glsl | 2 +- source/blender/draw/engines/eevee_next/shaders/eevee_light_lib.glsl | 2 +- 4 files changed, 5 insertions(+), 5 deletions(-) (limited to 'source/blender/draw/engines/eevee_next') diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl index 597bc73e2ad..479a6b590b0 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl @@ -6,11 +6,11 @@ * http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/ * * Major simplification has been made since we pad the buffer to always be - * bigger than input to avoid mipmapping misalignement. + * bigger than input to avoid mipmapping misalignment. * * Start by copying the base level by quad loading the depth. * Then each thread compute it's local depth for level 1. - * After that we use shared variables to do inter thread comunication and + * After that we use shared variables to do inter thread communication and * downsample to max level. */ diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl index eefc024d0b8..366a7dc9ba0 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl @@ -1,6 +1,6 @@ /** - * Debug Shader outputing a gradient of orange - white - blue to mark culling hotspots. + * Debug Shader outputting a gradient of orange - white - blue to mark culling hotspots. * Green pixels are error pixels that are missing lights from the culling pass (i.e: when culling * pass is not conservative enough). */ diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_iter_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_iter_lib.glsl index 22a5f98e6c3..8daea3f52b9 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_light_iter_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_iter_lib.glsl @@ -47,7 +47,7 @@ int culling_z_to_zbin(float scale, float bias, float z) /* Ensure all threads inside a subgroup get the same value to reduce VGPR usage. */ \ min_index = subgroupBroadcastFirst(subgroupMin(min_index)); \ max_index = subgroupBroadcastFirst(subgroupMax(max_index)); \ - /* Same as divide by 32 but avoid interger division. */ \ + /* Same as divide by 32 but avoid integer division. */ \ uint word_min = min_index >> 5u; \ uint word_max = max_index >> 5u; \ for (uint word_idx = word_min; word_idx <= word_max; word_idx++) { \ diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_lib.glsl index 58608f6e1f0..144445801cf 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_light_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_lib.glsl @@ -84,7 +84,7 @@ float light_point_light(LightData ld, const bool is_directional, vec3 L, float d **/ float d_sqr = sqr(dist); float r_sqr = ld.radius_squared; - /* Using reformulation that has better numerical percision. */ + /* Using reformulation that has better numerical precision. */ float power = 2.0 / (d_sqr + r_sqr + dist * sqrt(d_sqr + r_sqr)); if (is_area_light(ld.type)) { -- cgit v1.2.3