Cleanup: spelling in comments

This commit is contained in:
Campbell Barton
2023-10-03 11:16:36 +11:00
parent 69d18c6063
commit 779239f5e1
2 changed files with 6 additions and 6 deletions

View File

@@ -355,7 +355,7 @@ enum {
BLF_BAD_FONT = 1 << 16,
/** This font is managed by the FreeType cache subsystem. */
BLF_CACHED = 1 << 17,
/** At small sizes glyphs are rendered at multiple subpixel positions. */
/** At small sizes glyphs are rendered at multiple sub-pixel positions. */
BLF_RENDER_SUBPIXELAA = 1 << 18,
};

View File

@@ -12,7 +12,7 @@
* The shader is a straightforward implementation of the aforementioned sections of the paper,
* noting that the nil special value in the paper is equivalent to JUMP_FLOODING_NON_FLOODED_VALUE.
*
* The gpu_shader_compositor_jump_flooding_lib.glsl library contains the necessary utility
* The `gpu_shader_compositor_jump_flooding_lib.glsl` library contains the necessary utility
* functions to initialize, encode, and extract the information in the jump flooding values. */
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
@@ -32,8 +32,8 @@ void main()
for (int i = -1; i <= 1; i++) {
ivec2 offset = ivec2(i, j) * step_size;
/* Use JUMP_FLOODING_NON_FLOODED_VALUE as a fallback value to exempt out of bound pixels from
* the loop as can be seen in the following continue condition. */
/* Use #JUMP_FLOODING_NON_FLOODED_VALUE as a fallback value to exempt out of bound pixels
* from the loop as can be seen in the following continue condition. */
vec4 value = texture_load(input_tx, texel + offset, JUMP_FLOODING_NON_FLOODED_VALUE);
/* The pixel is either not flooded yet or is out of bound, so skip it. */
@@ -41,7 +41,7 @@ void main()
continue;
}
/* Extract the position of the closest seed pixel to this neighbouring pixel and compute the
/* Extract the position of the closest seed pixel to this neighboring pixel and compute the
* squared distance from that position to the center pixel. */
ivec2 position = extract_jump_flooding_closest_seed_texel(value);
float squared_distance = distance_squared(vec2(position), vec2(texel));
@@ -53,7 +53,7 @@ void main()
}
}
/* If the minimum squared distance is still FLT_MAX, that means the loop never got past the
/* If the minimum squared distance is still #FLT_MAX, that means the loop never got past the
* continue condition and thus no flooding happened. If flooding happened, we write the closest
* seed position as well as the distance to it. */
bool flooding_happened = minimum_squared_distance != FLT_MAX;