From 3290e25dc477f43f045084db2a8553d12ca2dfbe Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 8 May 2024 20:57:05 +1000 Subject: [PATCH] Cleanup: spelling in comments & code --- .../draw/engines/eevee_next/eevee_shader_shared.hh | 8 ++++---- .../shaders/eevee_shadow_tilemap_finalize_comp.glsl | 2 +- .../eevee_next/shaders/eevee_shadow_tracing_lib.glsl | 4 ++-- .../draw/engines/eevee_next/shaders/eevee_surf_lib.glsl | 2 +- 4 files changed, 8 insertions(+), 8 deletions(-) diff --git a/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh b/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh index fef587503d6..b4d657b5291 100644 --- a/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh +++ b/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh @@ -1248,11 +1248,11 @@ struct ShadowRenderView { * Use sign to determine with case we are in. */ float clip_distance_inv; - /* Viewport to submit the geometry of this tilemap view to. */ + /** Viewport to submit the geometry of this tile-map view to. */ uint viewport_index; - /* True if comming from a sun light shadow. */ - bool32_t is_directionnal; - /* If directionnal, distance along the negative Z axis of the near clip in view space. */ + /** True if coming from a sun light shadow. */ + bool32_t is_directional; + /** If directional, distance along the negative Z axis of the near clip in view space. */ float clip_near; }; BLI_STATIC_ASSERT_ALIGN(ShadowRenderView, 16) diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tilemap_finalize_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tilemap_finalize_comp.glsl index 0fec3b91454..bb0b6b13ea5 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tilemap_finalize_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tilemap_finalize_comp.glsl @@ -135,7 +135,7 @@ void main() view_infos_buf[view_index].wininv = inverse(winmat); render_view_buf[view_index].viewport_index = viewport_index; - render_view_buf[view_index].is_directionnal = !is_cubemap; + render_view_buf[view_index].is_directional = !is_cubemap; render_view_buf[view_index].clip_near = clip_near; /* Clipping setup. */ if (tilemap_data.is_area_side) { diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tracing_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tracing_lib.glsl index 122090d4aaf..8101dfbb785 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tracing_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tracing_lib.glsl @@ -115,8 +115,8 @@ void shadow_map_trace_hit_check(inout ShadowMapTracingState state, ShadowTracing else { /* Compute current occluder slope and record history for when the ray goes behind a surface. */ vec2 delta = samp.occluder - state.occluder_history; - /* Clamping the slope to a mininim avoid light leaking. */ - /* TODO(fclem): Expose as parameter? */ + /* Clamping the slope to a minimum avoid light leaking. */ + /* TODO(@fclem): Expose as parameter? */ const float min_slope = tan(M_PI * 0.25); state.occluder_slope = max(min_slope, abs(delta.y / delta.x)); state.occluder_history = samp.occluder; diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_lib.glsl index 27d83755154..a131e81a5e1 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_lib.glsl @@ -164,7 +164,7 @@ void shadow_viewport_layer_set(int view_id, int lod) vec3 shadow_position_vector_get(vec3 view_position, ShadowRenderView view) { - if (view.is_directionnal) { + if (view.is_directional) { return vec3(0.0, 0.0, -view_position.z - view.clip_near); } return view_position;