diff --git a/source/blender/blenfont/BLF_api.h b/source/blender/blenfont/BLF_api.h index c97781732a0..5f6060ef1fa 100644 --- a/source/blender/blenfont/BLF_api.h +++ b/source/blender/blenfont/BLF_api.h @@ -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, }; diff --git a/source/blender/compositor/realtime_compositor/shaders/compositor_jump_flooding.glsl b/source/blender/compositor/realtime_compositor/shaders/compositor_jump_flooding.glsl index 94a7daf7507..590ec124a3c 100644 --- a/source/blender/compositor/realtime_compositor/shaders/compositor_jump_flooding.glsl +++ b/source/blender/compositor/realtime_compositor/shaders/compositor_jump_flooding.glsl @@ -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;