From cb795cc13a35af4164dd5477e1eeb60db828357e Mon Sep 17 00:00:00 2001 From: Jacques Lucke Date: Mon, 2 Jun 2025 08:36:43 +0200 Subject: [PATCH] Cleanup: repeated typo This changes `ouput` to `output`. Pull Request: https://projects.blender.org/blender/blender/pulls/139711 --- .../overlay_armature_shape_outline_vert.glsl | 20 ++++++++--------- .../overlay_armature_shape_wire_vert.glsl | 20 ++++++++--------- ...lay_depth_only_mesh_conservative_vert.glsl | 20 ++++++++--------- .../overlay_edit_curve_handle_vert.glsl | 20 ++++++++--------- .../overlay_edit_curve_normals_vert.glsl | 12 +++++----- .../overlay_edit_curves_handle_vert.glsl | 20 ++++++++--------- .../shaders/overlay_edit_mesh_edge_vert.glsl | 20 ++++++++--------- .../overlay_edit_mesh_normal_vert.glsl | 12 +++++----- .../shaders/overlay_edit_uv_edges_vert.glsl | 20 ++++++++--------- .../overlay_motion_path_line_vert.glsl | 20 ++++++++--------- .../overlay_outline_prepass_wire_vert.glsl | 20 ++++++++--------- .../shaders/workbench_shadow_caps_vert.glsl | 16 +++++++------- .../shaders/workbench_shadow_vert.glsl | 22 +++++++++---------- .../shaders/gpu_shader_3D_polyline_vert.glsl | 20 ++++++++--------- .../gpu_shader_gpencil_stroke_vert.glsl | 18 +++++++-------- 15 files changed, 140 insertions(+), 140 deletions(-) diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl index 33fadeb1052..05d37542a11 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl @@ -167,22 +167,22 @@ void main() /* Line Adjacency primitive. */ constexpr uint input_primitive_vertex_count = 4u; /* Line list primitive. */ - constexpr uint ouput_primitive_vertex_count = 2u; - constexpr uint ouput_primitive_count = 1u; - constexpr uint ouput_invocation_count = 1u; - constexpr uint output_vertex_count_per_invocation = ouput_primitive_count * - ouput_primitive_vertex_count; + constexpr uint output_primitive_vertex_count = 2u; + constexpr uint output_primitive_count = 1u; + constexpr uint output_invocation_count = 1u; + constexpr uint output_vertex_count_per_invocation = output_primitive_count * + output_primitive_vertex_count; constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation * - ouput_invocation_count; + output_invocation_count; uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive; uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count; - uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count; - uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) % - ouput_primitive_count; + uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count; + uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) % + output_primitive_count; uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) % - ouput_invocation_count; + output_invocation_count; float4x4 inst_matrix = data_buf[gl_InstanceID]; diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_wire_vert.glsl index c5430aaf8ee..0d2986a4150 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_wire_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_wire_vert.glsl @@ -192,22 +192,22 @@ void main() constexpr uint input_primitive_vertex_count = 2u; #endif /* Triangle list primitive. */ - constexpr uint ouput_primitive_vertex_count = 3u; - constexpr uint ouput_primitive_count = 2u; - constexpr uint ouput_invocation_count = 1u; - constexpr uint output_vertex_count_per_invocation = ouput_primitive_count * - ouput_primitive_vertex_count; + constexpr uint output_primitive_vertex_count = 3u; + constexpr uint output_primitive_count = 2u; + constexpr uint output_invocation_count = 1u; + constexpr uint output_vertex_count_per_invocation = output_primitive_count * + output_primitive_vertex_count; constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation * - ouput_invocation_count; + output_invocation_count; uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive; uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count; - uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count; - uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) % - ouput_primitive_count; + uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count; + uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) % + output_primitive_count; uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) % - ouput_invocation_count; + output_invocation_count; float4x4 inst_obmat = data_buf[gl_InstanceID]; float4x4 inst_matrix = inst_obmat; diff --git a/source/blender/draw/engines/overlay/shaders/overlay_depth_only_mesh_conservative_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_depth_only_mesh_conservative_vert.glsl index c1769e577dc..74c9b85a9aa 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_depth_only_mesh_conservative_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_depth_only_mesh_conservative_vert.glsl @@ -104,22 +104,22 @@ void main() /* Triangle list primitive. */ constexpr uint input_primitive_vertex_count = 3u; /* Triangle list primitive. */ - constexpr uint ouput_primitive_vertex_count = 3u; - constexpr uint ouput_primitive_count = 1u; - constexpr uint ouput_invocation_count = 1u; - constexpr uint output_vertex_count_per_invocation = ouput_primitive_count * - ouput_primitive_vertex_count; + constexpr uint output_primitive_vertex_count = 3u; + constexpr uint output_primitive_count = 1u; + constexpr uint output_invocation_count = 1u; + constexpr uint output_vertex_count_per_invocation = output_primitive_count * + output_primitive_vertex_count; constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation * - ouput_invocation_count; + output_invocation_count; uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive; uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count; - uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count; - uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) % - ouput_primitive_count; + uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count; + uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) % + output_primitive_count; uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) % - ouput_invocation_count; + output_invocation_count; VertIn vert_in[input_primitive_vertex_count]; vert_in[0] = input_assembly(in_primitive_first_vertex + 0u); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_curve_handle_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_curve_handle_vert.glsl index 1364cb48bf0..43bc268fe3a 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_curve_handle_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_curve_handle_vert.glsl @@ -195,22 +195,22 @@ void main() /* Line list primitive. */ constexpr uint input_primitive_vertex_count = 2u; /* Triangle list primitive (emulating triangle strip). */ - constexpr uint ouput_primitive_vertex_count = 3u; - constexpr uint ouput_primitive_count = 8u; - constexpr uint ouput_invocation_count = 1u; - constexpr uint output_vertex_count_per_invocation = ouput_primitive_count * - ouput_primitive_vertex_count; + constexpr uint output_primitive_vertex_count = 3u; + constexpr uint output_primitive_count = 8u; + constexpr uint output_invocation_count = 1u; + constexpr uint output_vertex_count_per_invocation = output_primitive_count * + output_primitive_vertex_count; constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation * - ouput_invocation_count; + output_invocation_count; uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive; uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count; - uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count; - uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) % - ouput_primitive_count; + uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count; + uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) % + output_primitive_count; uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) % - ouput_invocation_count; + output_invocation_count; VertIn vert_in[input_primitive_vertex_count]; vert_in[0] = input_assembly(in_primitive_first_vertex + 0u); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_curve_normals_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_curve_normals_vert.glsl index 919b861c0e0..08f53e3c45d 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_curve_normals_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_curve_normals_vert.glsl @@ -17,13 +17,13 @@ void main() /* Line list primitive. */ constexpr uint input_primitive_vertex_count = 2u; /* Line list primitive. */ - constexpr uint ouput_primitive_vertex_count = 2u; - constexpr uint ouput_primitive_count = 2u; - constexpr uint ouput_invocation_count = 1u; - constexpr uint output_vertex_count_per_invocation = ouput_primitive_count * - ouput_primitive_vertex_count; + constexpr uint output_primitive_vertex_count = 2u; + constexpr uint output_primitive_count = 2u; + constexpr uint output_invocation_count = 1u; + constexpr uint output_vertex_count_per_invocation = output_primitive_count * + output_primitive_vertex_count; constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation * - ouput_invocation_count; + output_invocation_count; uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive; uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count; diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_curves_handle_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_curves_handle_vert.glsl index 1a4cf230973..0f02c5d2455 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_curves_handle_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_curves_handle_vert.glsl @@ -201,22 +201,22 @@ void main() /* Line list primitive. */ constexpr uint input_primitive_vertex_count = 2u; /* Triangle list primitive (emulating triangle strip). */ - constexpr uint ouput_primitive_vertex_count = 3u; - constexpr uint ouput_primitive_count = 8u; - constexpr uint ouput_invocation_count = 1u; - constexpr uint output_vertex_count_per_invocation = ouput_primitive_count * - ouput_primitive_vertex_count; + constexpr uint output_primitive_vertex_count = 3u; + constexpr uint output_primitive_count = 8u; + constexpr uint output_invocation_count = 1u; + constexpr uint output_vertex_count_per_invocation = output_primitive_count * + output_primitive_vertex_count; constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation * - ouput_invocation_count; + output_invocation_count; uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive; uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count; - uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count; - uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) % - ouput_primitive_count; + uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count; + uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) % + output_primitive_count; uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) % - ouput_invocation_count; + output_invocation_count; VertIn vert_in[input_primitive_vertex_count]; vert_in[0] = input_assembly(in_primitive_first_vertex + 0u); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_edge_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_edge_vert.glsl index 4438e6632d5..65794585c02 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_edge_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_edge_vert.glsl @@ -150,22 +150,22 @@ void main() /* Line list primitive. */ constexpr uint input_primitive_vertex_count = 2u; /* Triangle list primitive. */ - constexpr uint ouput_primitive_vertex_count = 3u; - constexpr uint ouput_primitive_count = 2u; - constexpr uint ouput_invocation_count = 1u; - constexpr uint output_vertex_count_per_invocation = ouput_primitive_count * - ouput_primitive_vertex_count; + constexpr uint output_primitive_vertex_count = 3u; + constexpr uint output_primitive_count = 2u; + constexpr uint output_invocation_count = 1u; + constexpr uint output_vertex_count_per_invocation = output_primitive_count * + output_primitive_vertex_count; constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation * - ouput_invocation_count; + output_invocation_count; uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive; uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count; - uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count; - uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) % - ouput_primitive_count; + uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count; + uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) % + output_primitive_count; uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) % - ouput_invocation_count; + output_invocation_count; VertIn vert_in[input_primitive_vertex_count]; vert_in[0] = input_assembly(in_primitive_first_vertex + 0u); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_normal_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_normal_vert.glsl index 54a85424a3a..b96df577bf5 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_normal_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_normal_vert.glsl @@ -32,14 +32,14 @@ void main() /* Point primitive. */ constexpr uint input_primitive_vertex_count = 1u; /* Line list primitive. */ - constexpr uint ouput_primitive_vertex_count = 2u; - constexpr uint ouput_primitive_count = 1u; - constexpr uint ouput_invocation_count = 1u; + constexpr uint output_primitive_vertex_count = 2u; + constexpr uint output_primitive_count = 1u; + constexpr uint output_invocation_count = 1u; - constexpr uint output_vertex_count_per_invocation = ouput_primitive_count * - ouput_primitive_vertex_count; + constexpr uint output_vertex_count_per_invocation = output_primitive_count * + output_primitive_vertex_count; constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation * - ouput_invocation_count; + output_invocation_count; uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive; uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count; diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_vert.glsl index f80fac9ea2c..a866bec7be4 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_uv_edges_vert.glsl @@ -158,23 +158,23 @@ void main() /* Line list primitive. */ constexpr uint input_primitive_vertex_count = 2u; /* Triangle list primitive. */ - constexpr uint ouput_primitive_vertex_count = 3u; - constexpr uint ouput_primitive_count = 2u; - constexpr uint ouput_invocation_count = 1u; + constexpr uint output_primitive_vertex_count = 3u; + constexpr uint output_primitive_count = 2u; + constexpr uint output_invocation_count = 1u; - constexpr uint output_vertex_count_per_invocation = ouput_primitive_count * - ouput_primitive_vertex_count; + constexpr uint output_vertex_count_per_invocation = output_primitive_count * + output_primitive_vertex_count; constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation * - ouput_invocation_count; + output_invocation_count; uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive; uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count; - uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count; - uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) % - ouput_primitive_count; + uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count; + uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) % + output_primitive_count; uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) % - ouput_invocation_count; + output_invocation_count; VertIn vert_in[input_primitive_vertex_count]; vert_in[0] = input_assembly(in_primitive_first_vertex + 0u); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl index 8695b1ccba2..f82dc095a8c 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl @@ -138,23 +138,23 @@ void main() /* Point list primitive. */ constexpr uint input_primitive_vertex_count = 1u; /* Triangle list primitive. */ - constexpr uint ouput_primitive_vertex_count = 3u; - constexpr uint ouput_primitive_count = 2u; - constexpr uint ouput_invocation_count = 1u; + constexpr uint output_primitive_vertex_count = 3u; + constexpr uint output_primitive_count = 2u; + constexpr uint output_invocation_count = 1u; - constexpr uint output_vertex_count_per_invocation = ouput_primitive_count * - ouput_primitive_vertex_count; + constexpr uint output_vertex_count_per_invocation = output_primitive_count * + output_primitive_vertex_count; constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation * - ouput_invocation_count; + output_invocation_count; uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive; uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count; - uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count; - uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) % - ouput_primitive_count; + uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count; + uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) % + output_primitive_count; uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) % - ouput_invocation_count; + output_invocation_count; /* Read current and next point. */ VertIn vert_in[2]; diff --git a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_wire_vert.glsl index 11cc3dc0670..9094b32ebca 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_wire_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_wire_vert.glsl @@ -109,22 +109,22 @@ void main() /* Line adjacency list primitive. */ constexpr uint input_primitive_vertex_count = 4u; /* Line list primitive. */ - constexpr uint ouput_primitive_vertex_count = 2u; - constexpr uint ouput_primitive_count = 1u; - constexpr uint ouput_invocation_count = 1u; - constexpr uint output_vertex_count_per_invocation = ouput_primitive_count * - ouput_primitive_vertex_count; + constexpr uint output_primitive_vertex_count = 2u; + constexpr uint output_primitive_count = 1u; + constexpr uint output_invocation_count = 1u; + constexpr uint output_vertex_count_per_invocation = output_primitive_count * + output_primitive_vertex_count; constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation * - ouput_invocation_count; + output_invocation_count; uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive; uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count; - uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count; - uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) % - ouput_primitive_count; + uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count; + uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) % + output_primitive_count; uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) % - ouput_invocation_count; + output_invocation_count; VertIn vert_in[input_primitive_vertex_count]; vert_in[0] = input_assembly(in_primitive_first_vertex + 0u); diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shadow_caps_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shadow_caps_vert.glsl index 13eb30e8454..38ad5c5bed3 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_shadow_caps_vert.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_shadow_caps_vert.glsl @@ -80,21 +80,21 @@ void main() /* Triangle list primitive. */ constexpr uint input_primitive_vertex_count = 3u; /* Triangle list primitive. */ - constexpr uint ouput_primitive_vertex_count = 3u; - constexpr uint ouput_primitive_count = 1u; - constexpr uint ouput_invocation_count = 2u; + constexpr uint output_primitive_vertex_count = 3u; + constexpr uint output_primitive_count = 1u; + constexpr uint output_invocation_count = 2u; - constexpr uint output_vertex_count_per_invocation = ouput_primitive_count * - ouput_primitive_vertex_count; + constexpr uint output_vertex_count_per_invocation = output_primitive_count * + output_primitive_vertex_count; constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation * - ouput_invocation_count; + output_invocation_count; uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive; uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count; - uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count; + uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count; uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) % - ouput_invocation_count; + output_invocation_count; VertIn vert_in[input_primitive_vertex_count]; vert_in[0] = input_assembly(in_primitive_first_vertex + 0u); diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl index b82f63c51d5..9f41220aad6 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl @@ -114,26 +114,26 @@ void main() /* Line adjacency primitive. */ constexpr uint input_primitive_vertex_count = 4u; /* Triangle list primitive. */ - constexpr uint ouput_primitive_vertex_count = 3u; - constexpr uint ouput_primitive_count = 2u; + constexpr uint output_primitive_vertex_count = 3u; + constexpr uint output_primitive_count = 2u; #ifdef DOUBLE_MANIFOLD - constexpr uint ouput_invocation_count = 2u; + constexpr uint output_invocation_count = 2u; #else - constexpr uint ouput_invocation_count = 1u; + constexpr uint output_invocation_count = 1u; #endif - constexpr uint output_vertex_count_per_invocation = ouput_primitive_count * - ouput_primitive_vertex_count; + constexpr uint output_vertex_count_per_invocation = output_primitive_count * + output_primitive_vertex_count; constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation * - ouput_invocation_count; + output_invocation_count; uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive; uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count; - uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count; - uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) % - ouput_primitive_count; + uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count; + uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) % + output_primitive_count; uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) % - ouput_invocation_count; + output_invocation_count; VertIn vert_in[input_primitive_vertex_count]; vert_in[0] = input_assembly(in_primitive_first_vertex + 0u); diff --git a/source/blender/gpu/shaders/gpu_shader_3D_polyline_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_polyline_vert.glsl index fa76e044735..688ebec57c3 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_polyline_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_polyline_vert.glsl @@ -183,22 +183,22 @@ void main() /* Line list primitive. */ uint input_primitive_vertex_count = uint(gpu_vert_stride_count_offset.x); /* Triangle list primitive (emulating triangle strip). */ - constexpr uint ouput_primitive_vertex_count = 3u; - constexpr uint ouput_primitive_count = 2u; - constexpr uint ouput_invocation_count = 1u; - constexpr uint output_vertex_count_per_invocation = ouput_primitive_count * - ouput_primitive_vertex_count; + constexpr uint output_primitive_vertex_count = 3u; + constexpr uint output_primitive_count = 2u; + constexpr uint output_invocation_count = 1u; + constexpr uint output_vertex_count_per_invocation = output_primitive_count * + output_primitive_vertex_count; constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation * - ouput_invocation_count; + output_invocation_count; uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive; uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count; - uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count; - uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) % - ouput_primitive_count; + uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count; + uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) % + output_primitive_count; uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) % - ouput_invocation_count; + output_invocation_count; /* Used to wrap around for the line loop case. */ uint input_total_vertex_count = uint(gpu_vert_stride_count_offset.y); diff --git a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl index e3d4cc0a236..30ce9cefbe0 100644 --- a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl @@ -316,20 +316,20 @@ void main() constexpr uint input_primitive_vertex_count = 1u; /* We read 4 but advance 1. Assume no restart. */ /* Triangle list primitive (emulating triangle strip). */ - constexpr uint ouput_primitive_vertex_count = 3u; - constexpr uint ouput_primitive_count = 12u; - constexpr uint ouput_invocation_count = 1u; - constexpr uint output_vertex_count_per_invocation = ouput_primitive_count * - ouput_primitive_vertex_count; + constexpr uint output_primitive_vertex_count = 3u; + constexpr uint output_primitive_count = 12u; + constexpr uint output_invocation_count = 1u; + constexpr uint output_vertex_count_per_invocation = output_primitive_count * + output_primitive_vertex_count; constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation * - ouput_invocation_count; + output_invocation_count; uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive; uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count; - uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count; - uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) % - ouput_primitive_count; + uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count; + uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) % + output_primitive_count; GreasePencilStrokeData vert_in[4]; vert_in[0] = input_assembly(in_primitive_first_vertex + 0u);