From a4a9d14ba71100259f19bd62e8c2f27cd8b7862f Mon Sep 17 00:00:00 2001 From: luzpaz Date: Fri, 5 Feb 2021 19:07:03 -0800 Subject: UI: Fix Typos in Comments and Docs Approximately 91 spelling corrections, almost all in comments. Differential Revision: https://developer.blender.org/D10288 Reviewed by Harley Acheson --- source/blender/draw/engines/overlay/shaders/extra_vert.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source/blender/draw/engines/overlay/shaders/extra_vert.glsl') diff --git a/source/blender/draw/engines/overlay/shaders/extra_vert.glsl b/source/blender/draw/engines/overlay/shaders/extra_vert.glsl index 89bc0bcf522..74854dc0f8d 100644 --- a/source/blender/draw/engines/overlay/shaders/extra_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/extra_vert.glsl @@ -222,7 +222,7 @@ void main() edgePos = edgeStart = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy; #ifdef SELECT_EDGES - /* HACK: to avoid loosing sub pixel object in selections, we add a bit of randomness to the + /* HACK: to avoid losing sub-pixel object in selections, we add a bit of randomness to the * wire to at least create one fragment that will pass the occlusion query. */ /* TODO(fclem): Limit this workaround to selection. It's not very noticeable but still... */ gl_Position.xy += sizeViewportInv.xy * gl_Position.w * ((gl_VertexID % 2 == 0) ? -1.0 : 1.0); -- cgit v1.2.3