From 1eff48a838e7fc11dd9258dcc5c20559cad77e4b Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Mon, 27 Nov 2023 10:55:39 +1100 Subject: [PATCH] Cleanup: spelling in code --- intern/cycles/kernel/svm/wavelength.h | 2 +- intern/cycles/kernel/tables.h | 2 +- .../intern/node_tree_anonymous_attributes.cc | 4 ++-- .../shaders/compositor_displace.glsl | 8 ++++---- ...tor_double_edge_mask_compute_boundary.glsl | 18 ++++++++--------- ..._glare_simple_star_anti_diagonal_pass.glsl | 8 ++++---- ...sitor_glare_simple_star_diagonal_pass.glsl | 8 ++++---- ...tor_glare_simple_star_horizontal_pass.glsl | 8 ++++---- ...sitor_glare_simple_star_vertical_pass.glsl | 8 ++++---- .../compositor_glare_streaks_filter.glsl | 20 +++++++++---------- .../compositor_inpaint_compute_boundary.glsl | 10 +++++----- .../compositor_keying_tweak_matte.glsl | 4 ++-- .../shaders/compositor_map_uv.glsl | 8 ++++---- ...overlay_motion_path_line_vert_no_geom.glsl | 18 ++++++++--------- .../shaders/common/gpu_shader_smaa_lib.glsl | 10 +++++----- .../blender/imbuf/intern/colormanagement.cc | 4 ++-- .../nodes/node_composite_trackpos.cc | 10 +++++----- .../node_geo_input_shortest_edge_paths.cc | 8 ++++---- .../blender/render/intern/texture_margin.cc | 4 ++-- 19 files changed, 81 insertions(+), 81 deletions(-) diff --git a/intern/cycles/kernel/svm/wavelength.h b/intern/cycles/kernel/svm/wavelength.h index 3bf7d300db7..07470483172 100644 --- a/intern/cycles/kernel/svm/wavelength.h +++ b/intern/cycles/kernel/svm/wavelength.h @@ -27,7 +27,7 @@ ccl_device_noinline void svm_node_wavelength(KernelGlobals kg, } else { ii -= i; - ccl_constant float *c = cie_colour_match[i]; + ccl_constant float *c = cie_color_match[i]; color = interp(make_float3(c[0], c[1], c[2]), make_float3(c[3], c[4], c[5]), ii); } diff --git a/intern/cycles/kernel/tables.h b/intern/cycles/kernel/tables.h index 1ea42c6d840..6431fc7aaa2 100644 --- a/intern/cycles/kernel/tables.h +++ b/intern/cycles/kernel/tables.h @@ -34,7 +34,7 @@ ccl_inline_constant float blackbody_table_b[][4] = { {6.72650283e-13f, -2.73078809e-08f, 4.24098264e-04f, -7.52335691e-01f} }; -ccl_inline_constant float cie_colour_match[][3] = { +ccl_inline_constant float cie_color_match[][3] = { {0.0014f, 0.0000f, 0.0065f}, {0.0022f, 0.0001f, 0.0105f}, {0.0042f, 0.0001f, 0.0201f}, {0.0076f, 0.0002f, 0.0362f}, {0.0143f, 0.0004f, 0.0679f}, {0.0232f, 0.0006f, 0.1102f}, {0.0435f, 0.0012f, 0.2074f}, {0.0776f, 0.0022f, 0.3713f}, {0.1344f, 0.0040f, 0.6456f}, diff --git a/source/blender/blenkernel/intern/node_tree_anonymous_attributes.cc b/source/blender/blenkernel/intern/node_tree_anonymous_attributes.cc index 9ef4a0a9a9b..9b47be328ab 100644 --- a/source/blender/blenkernel/intern/node_tree_anonymous_attributes.cc +++ b/source/blender/blenkernel/intern/node_tree_anonymous_attributes.cc @@ -232,7 +232,7 @@ static bool or_into_each_other(BitGroupVector<> &vec, const int64_t a, const int return or_into_each_other(vec[a], vec[b]); } -static AnonymousAttributeInferencingResult analyse_anonymous_attribute_usages( +static AnonymousAttributeInferencingResult analyze_anonymous_attribute_usages( const bNodeTree &tree) { BLI_assert(!tree.has_available_link_cycle()); @@ -643,7 +643,7 @@ bool update_anonymous_attribute_relations(bNodeTree &tree) return changed; } - AnonymousAttributeInferencingResult result = analyse_anonymous_attribute_usages(tree); + AnonymousAttributeInferencingResult result = analyze_anonymous_attribute_usages(tree); const bool group_interface_changed = !tree.runtime->anonymous_attribute_inferencing || diff --git a/source/blender/compositor/realtime_compositor/shaders/compositor_displace.glsl b/source/blender/compositor/realtime_compositor/shaders/compositor_displace.glsl index de7139517fa..c6917e579f0 100644 --- a/source/blender/compositor/realtime_compositor/shaders/compositor_displace.glsl +++ b/source/blender/compositor/realtime_compositor/shaders/compositor_displace.glsl @@ -42,14 +42,14 @@ void main() * standard backward finite difference equation, because multiplication by -1 flips the order of * subtraction. */ int x_step = (table_index.x % 2) * -2 + 1; - vec2 x_neighbour = displaced_coordinates_table[table_index.x + x_step][table_index.y]; - vec2 x_gradient = (x_neighbour - displaced_coordinates) * x_step; + vec2 x_neighbor = displaced_coordinates_table[table_index.x + x_step][table_index.y]; + vec2 x_gradient = (x_neighbor - displaced_coordinates) * x_step; /* Compute the partial derivative of the displaced coordinates along the y direction using a * finite difference approximation. See the previous code section for more information. */ int y_step = (table_index.y % 2) * -2 + 1; - vec2 y_neighbour = displaced_coordinates_table[table_index.x][table_index.y + y_step]; - vec2 y_gradient = (y_neighbour - displaced_coordinates) * y_step; + vec2 y_neighbor = displaced_coordinates_table[table_index.x][table_index.y + y_step]; + vec2 y_gradient = (y_neighbor - displaced_coordinates) * y_step; /* Sample the input using the displaced coordinates passing in the computed gradients in order to * utilize the anisotropic filtering capabilities of the sampler. */ diff --git a/source/blender/compositor/realtime_compositor/shaders/compositor_double_edge_mask_compute_boundary.glsl b/source/blender/compositor/realtime_compositor/shaders/compositor_double_edge_mask_compute_boundary.glsl index df655cff6a0..1822089f096 100644 --- a/source/blender/compositor/realtime_compositor/shaders/compositor_double_edge_mask_compute_boundary.glsl +++ b/source/blender/compositor/realtime_compositor/shaders/compositor_double_edge_mask_compute_boundary.glsl @@ -18,9 +18,9 @@ void main() { ivec2 texel = ivec2(gl_GlobalInvocationID.xy); - /* Identify if any of the 8 neighbours around the center pixel are not masked. */ - bool has_inner_non_masked_neighbours = false; - bool has_outer_non_masked_neighbours = false; + /* Identify if any of the 8 neighbors around the center pixel are not masked. */ + bool has_inner_non_masked_neighbors = false; + bool has_outer_non_masked_neighbors = false; for (int j = -1; j <= 1; j++) { for (int i = -1; i <= 1; i++) { ivec2 offset = ivec2(i, j); @@ -31,7 +31,7 @@ void main() } if (texture_load(inner_mask_tx, texel + offset).x == 0.0) { - has_inner_non_masked_neighbours = true; + has_inner_non_masked_neighbors = true; } /* If the user specified include_edges_of_image to be true, then we assume the outer mask is @@ -39,11 +39,11 @@ void main() * practically implemented by falling back to 0.0 or 1.0 for out of bound pixels. */ vec4 boundary_fallback = include_edges_of_image ? vec4(0.0) : vec4(1.0); if (texture_load(outer_mask_tx, texel + offset, boundary_fallback).x == 0.0) { - has_outer_non_masked_neighbours = true; + has_outer_non_masked_neighbors = true; } /* Both are true, no need to continue. */ - if (has_inner_non_masked_neighbours && has_outer_non_masked_neighbours) { + if (has_inner_non_masked_neighbors && has_outer_non_masked_neighbors) { break; } } @@ -52,12 +52,12 @@ void main() bool is_inner_masked = texture_load(inner_mask_tx, texel).x > 0.0; bool is_outer_masked = texture_load(outer_mask_tx, texel).x > 0.0; - /* The pixels at the boundary are those that are masked and have non masked neighbours. The inner + /* The pixels at the boundary are those that are masked and have non masked neighbors. The inner * boundary has a specialization, if include_all_inner_edges is false, only inner boundaries that * lie inside the outer mask will be considered a boundary. */ - bool is_inner_boundary = is_inner_masked && has_inner_non_masked_neighbours && + bool is_inner_boundary = is_inner_masked && has_inner_non_masked_neighbors && (is_outer_masked || include_all_inner_edges); - bool is_outer_boundary = is_outer_masked && has_outer_non_masked_neighbours; + bool is_outer_boundary = is_outer_masked && has_outer_non_masked_neighbors; /* Encode the boundary information in the format expected by the jump flooding algorithm. */ ivec2 inner_jump_flooding_value = initialize_jump_flooding_value(texel, is_inner_boundary); diff --git a/source/blender/compositor/realtime_compositor/shaders/compositor_glare_simple_star_anti_diagonal_pass.glsl b/source/blender/compositor/realtime_compositor/shaders/compositor_glare_simple_star_anti_diagonal_pass.glsl index f4dd5590eeb..f0fe3ffc928 100644 --- a/source/blender/compositor/realtime_compositor/shaders/compositor_glare_simple_star_anti_diagonal_pass.glsl +++ b/source/blender/compositor/realtime_compositor/shaders/compositor_glare_simple_star_anti_diagonal_pass.glsl @@ -27,8 +27,8 @@ void main() vec4 current_input = imageLoad(anti_diagonal_img, texel); vec4 next_input = imageLoad(anti_diagonal_img, texel + i * direction); - vec4 neighbour_average = (previous_output + next_input) / 2.0; - vec4 causal_output = mix(current_input, neighbour_average, fade_factor); + vec4 neighbor_average = (previous_output + next_input) / 2.0; + vec4 causal_output = mix(current_input, neighbor_average, fade_factor); imageStore(anti_diagonal_img, texel, causal_output); } @@ -42,8 +42,8 @@ void main() vec4 current_input = imageLoad(anti_diagonal_img, texel); vec4 next_input = imageLoad(anti_diagonal_img, texel - i * direction); - vec4 neighbour_average = (previous_output + next_input) / 2.0; - vec4 non_causal_output = mix(current_input, neighbour_average, fade_factor); + vec4 neighbor_average = (previous_output + next_input) / 2.0; + vec4 non_causal_output = mix(current_input, neighbor_average, fade_factor); imageStore(anti_diagonal_img, texel, non_causal_output); } } diff --git a/source/blender/compositor/realtime_compositor/shaders/compositor_glare_simple_star_diagonal_pass.glsl b/source/blender/compositor/realtime_compositor/shaders/compositor_glare_simple_star_diagonal_pass.glsl index 18a03020725..1aefa6a73bf 100644 --- a/source/blender/compositor/realtime_compositor/shaders/compositor_glare_simple_star_diagonal_pass.glsl +++ b/source/blender/compositor/realtime_compositor/shaders/compositor_glare_simple_star_diagonal_pass.glsl @@ -26,8 +26,8 @@ void main() vec4 current_input = imageLoad(diagonal_img, texel); vec4 next_input = imageLoad(diagonal_img, texel + i * direction); - vec4 neighbour_average = (previous_output + next_input) / 2.0; - vec4 causal_output = mix(current_input, neighbour_average, fade_factor); + vec4 neighbor_average = (previous_output + next_input) / 2.0; + vec4 causal_output = mix(current_input, neighbor_average, fade_factor); imageStore(diagonal_img, texel, causal_output); } @@ -41,8 +41,8 @@ void main() vec4 current_input = imageLoad(diagonal_img, texel); vec4 next_input = imageLoad(diagonal_img, texel - i * direction); - vec4 neighbour_average = (previous_output + next_input) / 2.0; - vec4 non_causal_output = mix(current_input, neighbour_average, fade_factor); + vec4 neighbor_average = (previous_output + next_input) / 2.0; + vec4 non_causal_output = mix(current_input, neighbor_average, fade_factor); imageStore(diagonal_img, texel, non_causal_output); } } diff --git a/source/blender/compositor/realtime_compositor/shaders/compositor_glare_simple_star_horizontal_pass.glsl b/source/blender/compositor/realtime_compositor/shaders/compositor_glare_simple_star_horizontal_pass.glsl index 4f097bfc1ae..e4660691164 100644 --- a/source/blender/compositor/realtime_compositor/shaders/compositor_glare_simple_star_horizontal_pass.glsl +++ b/source/blender/compositor/realtime_compositor/shaders/compositor_glare_simple_star_horizontal_pass.glsl @@ -19,8 +19,8 @@ void main() vec4 current_input = imageLoad(horizontal_img, texel); vec4 next_input = imageLoad(horizontal_img, texel + ivec2(i, 0)); - vec4 neighbour_average = (previous_output + next_input) / 2.0; - vec4 causal_output = mix(current_input, neighbour_average, fade_factor); + vec4 neighbor_average = (previous_output + next_input) / 2.0; + vec4 causal_output = mix(current_input, neighbor_average, fade_factor); imageStore(horizontal_img, texel, causal_output); } @@ -34,8 +34,8 @@ void main() vec4 current_input = imageLoad(horizontal_img, texel); vec4 next_input = imageLoad(horizontal_img, texel - ivec2(i, 0)); - vec4 neighbour_average = (previous_output + next_input) / 2.0; - vec4 non_causal_output = mix(current_input, neighbour_average, fade_factor); + vec4 neighbor_average = (previous_output + next_input) / 2.0; + vec4 non_causal_output = mix(current_input, neighbor_average, fade_factor); imageStore(horizontal_img, texel, non_causal_output); } } diff --git a/source/blender/compositor/realtime_compositor/shaders/compositor_glare_simple_star_vertical_pass.glsl b/source/blender/compositor/realtime_compositor/shaders/compositor_glare_simple_star_vertical_pass.glsl index a3e9a7dab6c..e60bbcc953e 100644 --- a/source/blender/compositor/realtime_compositor/shaders/compositor_glare_simple_star_vertical_pass.glsl +++ b/source/blender/compositor/realtime_compositor/shaders/compositor_glare_simple_star_vertical_pass.glsl @@ -21,8 +21,8 @@ void main() vec4 current_input = imageLoad(vertical_img, texel); vec4 next_input = imageLoad(vertical_img, texel + ivec2(0, i)); - vec4 neighbour_average = (previous_output + next_input) / 2.0; - vec4 causal_output = mix(current_input, neighbour_average, fade_factor); + vec4 neighbor_average = (previous_output + next_input) / 2.0; + vec4 causal_output = mix(current_input, neighbor_average, fade_factor); imageStore(vertical_img, texel, causal_output); } @@ -36,8 +36,8 @@ void main() vec4 current_input = imageLoad(vertical_img, texel); vec4 next_input = imageLoad(vertical_img, texel - ivec2(0, i)); - vec4 neighbour_average = (previous_output + next_input) / 2.0; - vec4 non_causal_output = mix(current_input, neighbour_average, fade_factor); + vec4 neighbor_average = (previous_output + next_input) / 2.0; + vec4 non_causal_output = mix(current_input, neighbor_average, fade_factor); imageStore(vertical_img, texel, non_causal_output); } } diff --git a/source/blender/compositor/realtime_compositor/shaders/compositor_glare_streaks_filter.glsl b/source/blender/compositor/realtime_compositor/shaders/compositor_glare_streaks_filter.glsl index 5bb54bd3f14..f0757b8c2e8 100644 --- a/source/blender/compositor/realtime_compositor/shaders/compositor_glare_streaks_filter.glsl +++ b/source/blender/compositor/realtime_compositor/shaders/compositor_glare_streaks_filter.glsl @@ -17,29 +17,29 @@ void main() /* Load three equally spaced neighbors to the current pixel in the direction of the streak * vector. */ - vec4 neighbours[3]; - neighbours[0] = texture(input_streak_tx, coordinates + vector); - neighbours[1] = texture(input_streak_tx, coordinates + vector * 2.0); - neighbours[2] = texture(input_streak_tx, coordinates + vector * 3.0); + vec4 neighbors[3]; + neighbors[0] = texture(input_streak_tx, coordinates + vector); + neighbors[1] = texture(input_streak_tx, coordinates + vector * 2.0); + neighbors[2] = texture(input_streak_tx, coordinates + vector * 3.0); /* Attenuate the value of two of the channels for each of the neighbors by multiplying by the * color modulator. The particular channels for each neighbor were chosen to be visually similar * to the modulation pattern of chromatic aberration. */ - neighbours[0].gb *= color_modulator; - neighbours[1].rg *= color_modulator; - neighbours[2].rb *= color_modulator; + neighbors[0].gb *= color_modulator; + neighbors[1].rg *= color_modulator; + neighbors[2].rb *= color_modulator; /* Compute the weighted sum of all neighbors using the given fade factors as weights. The * weights are expected to be lower for neighbors that are further away. */ - vec4 weighted_neighbours_sum = vec4(0.0); + vec4 weighted_neighbors_sum = vec4(0.0); for (int i = 0; i < 3; i++) { - weighted_neighbours_sum += fade_factors[i] * neighbours[i]; + weighted_neighbors_sum += fade_factors[i] * neighbors[i]; } /* The output is the average between the center color and the weighted sum of the neighbors. * Which intuitively mean that highlights will spread in the direction of the streak, which is * the desired result. */ vec4 center_color = texture(input_streak_tx, coordinates); - vec4 output_color = (center_color + weighted_neighbours_sum) / 2.0; + vec4 output_color = (center_color + weighted_neighbors_sum) / 2.0; imageStore(output_streak_img, texel, output_color); } diff --git a/source/blender/compositor/realtime_compositor/shaders/compositor_inpaint_compute_boundary.glsl b/source/blender/compositor/realtime_compositor/shaders/compositor_inpaint_compute_boundary.glsl index 2625a7bfcc7..a4a857f53d1 100644 --- a/source/blender/compositor/realtime_compositor/shaders/compositor_inpaint_compute_boundary.glsl +++ b/source/blender/compositor/realtime_compositor/shaders/compositor_inpaint_compute_boundary.glsl @@ -18,8 +18,8 @@ void main() { ivec2 texel = ivec2(gl_GlobalInvocationID.xy); - /* Identify if any of the 8 neighbours around the center pixel are transparent. */ - bool has_transparent_neighbours = false; + /* Identify if any of the 8 neighbors around the center pixel are transparent. */ + bool has_transparent_neighbors = false; for (int j = -1; j <= 1; j++) { for (int i = -1; i <= 1; i++) { ivec2 offset = ivec2(i, j); @@ -27,16 +27,16 @@ void main() /* Exempt the center pixel. */ if (all(notEqual(offset, ivec2(0)))) { if (texture_load(input_tx, texel + offset).a < 1.0) { - has_transparent_neighbours = true; + has_transparent_neighbors = true; break; } } } } - /* The pixels at the boundary are those that are opaque and have transparent neighbours. */ + /* The pixels at the boundary are those that are opaque and have transparent neighbors. */ bool is_opaque = texture_load(input_tx, texel).a == 1.0; - bool is_boundary_pixel = is_opaque && has_transparent_neighbours; + bool is_boundary_pixel = is_opaque && has_transparent_neighbors; /* Encode the boundary information in the format expected by the jump flooding algorithm. */ ivec2 jump_flooding_value = initialize_jump_flooding_value(texel, is_boundary_pixel); diff --git a/source/blender/compositor/realtime_compositor/shaders/compositor_keying_tweak_matte.glsl b/source/blender/compositor/realtime_compositor/shaders/compositor_keying_tweak_matte.glsl index aa8c0e106c4..4903258cb1c 100644 --- a/source/blender/compositor/realtime_compositor/shaders/compositor_keying_tweak_matte.glsl +++ b/source/blender/compositor/realtime_compositor/shaders/compositor_keying_tweak_matte.glsl @@ -20,8 +20,8 @@ void main() int count = 0; for (int j = -edge_search_radius; j <= edge_search_radius; j++) { for (int i = -edge_search_radius; i <= edge_search_radius; i++) { - float neighbour_matte = texture_load(input_matte_tx, texel + ivec2(i, j)).x; - count += int(distance(matte, neighbour_matte) < edge_tolerance); + float neighbor_matte = texture_load(input_matte_tx, texel + ivec2(i, j)).x; + count += int(distance(matte, neighbor_matte) < edge_tolerance); } } diff --git a/source/blender/compositor/realtime_compositor/shaders/compositor_map_uv.glsl b/source/blender/compositor/realtime_compositor/shaders/compositor_map_uv.glsl index 7e9a794fc2e..2359a1ad830 100644 --- a/source/blender/compositor/realtime_compositor/shaders/compositor_map_uv.glsl +++ b/source/blender/compositor/realtime_compositor/shaders/compositor_map_uv.glsl @@ -32,14 +32,14 @@ void main() * standard backward finite difference equation, because multiplication by -1 flips the order of * subtraction. */ int x_step = (table_index.x % 2) * -2 + 1; - vec2 x_neighbour = uv_coordinates_table[table_index.x + x_step][table_index.y]; - vec2 x_gradient = (x_neighbour - uv_coordinates) * x_step; + vec2 x_neighbor = uv_coordinates_table[table_index.x + x_step][table_index.y]; + vec2 x_gradient = (x_neighbor - uv_coordinates) * x_step; /* Compute the partial derivative of the UV coordinates along the y direction using a * finite difference approximation. See the previous code section for more information. */ int y_step = (table_index.y % 2) * -2 + 1; - vec2 y_neighbour = uv_coordinates_table[table_index.x][table_index.y + y_step]; - vec2 y_gradient = (y_neighbour - uv_coordinates) * y_step; + vec2 y_neighbor = uv_coordinates_table[table_index.x][table_index.y + y_step]; + vec2 y_gradient = (y_neighbor - uv_coordinates) * y_step; /* Sample the input using the UV coordinates passing in the computed gradients in order to * utilize the anisotropic filtering capabilities of the sampler. */ diff --git a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert_no_geom.glsl b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert_no_geom.glsl index 87f79a7a208..1187ec59882 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert_no_geom.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert_no_geom.glsl @@ -28,10 +28,10 @@ vec2 compute_dir(vec2 v0, vec2 v1) return dir; } -void do_vertex_shader(vec4 pos, int vertex_id, out vec2 out_sspos, out vec4 out_finalcolour) +void do_vertex_shader(vec4 pos, int vertex_id, out vec2 out_sspos, out vec4 out_finalcolor) { out_sspos = proj(pos); - out_finalcolour = vec4(0.0); + out_finalcolor = vec4(0.0); int frame = vertex_id + cacheStart; float intensity; /* how faint */ @@ -43,7 +43,7 @@ void do_vertex_shader(vec4 pos, int vertex_id, out vec2 out_sspos, out vec4 out_ if (frame < frameCurrent) { if (use_custom_color) { /* Custom color: previous frames color is darker than current frame */ - out_finalcolour.rgb = customColor * 0.25; + out_finalcolor.rgb = customColor * 0.25; } else { /* black - before frameCurrent */ @@ -53,13 +53,13 @@ void do_vertex_shader(vec4 pos, int vertex_id, out vec2 out_sspos, out vec4 out_ else { intensity = SET_INTENSITY(frameStart, frame, frameCurrent, 0.68, 0.92); } - out_finalcolour.rgb = mix(colorWire.rgb, blend_base, intensity); + out_finalcolor.rgb = mix(colorWire.rgb, blend_base, intensity); } } else if (frame > frameCurrent) { if (use_custom_color) { /* Custom color: next frames color is equal to user selected color */ - out_finalcolour.rgb = customColor; + out_finalcolor.rgb = customColor; } else { /* blue - after frameCurrent */ @@ -70,13 +70,13 @@ void do_vertex_shader(vec4 pos, int vertex_id, out vec2 out_sspos, out vec4 out_ intensity = SET_INTENSITY(frameCurrent, frame, frameEnd, 0.68, 0.92); } - out_finalcolour.rgb = mix(colorBonePose.rgb, blend_base, intensity); + out_finalcolor.rgb = mix(colorBonePose.rgb, blend_base, intensity); } } else { if (use_custom_color) { /* Custom color: current frame color is slightly darker than user selected color */ - out_finalcolour.rgb = customColor * 0.5; + out_finalcolor.rgb = customColor * 0.5; } else { /* green - on frameCurrent */ @@ -86,10 +86,10 @@ void do_vertex_shader(vec4 pos, int vertex_id, out vec2 out_sspos, out vec4 out_ else { intensity = 0.75f; } - out_finalcolour.rgb = mix(colorBackground.rgb, blend_base, intensity); + out_finalcolor.rgb = mix(colorBackground.rgb, blend_base, intensity); } } - out_finalcolour.a = 1.0; + out_finalcolor.a = 1.0; } void main() diff --git a/source/blender/gpu/shaders/common/gpu_shader_smaa_lib.glsl b/source/blender/gpu/shaders/common/gpu_shader_smaa_lib.glsl index eac1680d74c..1119c024c46 100644 --- a/source/blender/gpu/shaders/common/gpu_shader_smaa_lib.glsl +++ b/source/blender/gpu/shaders/common/gpu_shader_smaa_lib.glsl @@ -615,7 +615,7 @@ float mad(float a, float b, float c) /** * Gathers current pixel, and the top-left neighbors. */ -float3 SMAAGatherNeighbours(float2 texcoord, float4 offset[3], SMAATexture2D(tex)) +float3 SMAAGatherNeighbors(float2 texcoord, float4 offset[3], SMAATexture2D(tex)) { #ifdef SMAAGather return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, -0.5)).grb; @@ -634,8 +634,8 @@ float2 SMAACalculatePredicatedThreshold(float2 texcoord, float4 offset[3], SMAATexture2D(predicationTex)) { - float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(predicationTex)); - float2 delta = abs(neighbours.xx - neighbours.yz); + float3 neighbors = SMAAGatherNeighbors(texcoord, offset, SMAATexturePass2D(predicationTex)); + float2 delta = abs(neighbors.xx - neighbors.yz); float2 edges = step(SMAA_PREDICATION_THRESHOLD, delta); return SMAA_PREDICATION_SCALE * SMAA_THRESHOLD * (1.0 - SMAA_PREDICATION_STRENGTH * edges); } @@ -876,8 +876,8 @@ float2 SMAAColorEdgeDetectionPS(float2 texcoord, */ float2 SMAADepthEdgeDetectionPS(float2 texcoord, float4 offset[3], SMAATexture2D(depthTex)) { - float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(depthTex)); - float2 delta = abs(neighbours.xx - float2(neighbours.y, neighbours.z)); + float3 neighbors = SMAAGatherNeighbors(texcoord, offset, SMAATexturePass2D(depthTex)); + float2 delta = abs(neighbors.xx - float2(neighbors.y, neighbors.z)); float2 edges = step(SMAA_DEPTH_THRESHOLD, delta); # ifdef GPU_FRAGMENT_SHADER diff --git a/source/blender/imbuf/intern/colormanagement.cc b/source/blender/imbuf/intern/colormanagement.cc index 85cadcdea3a..925491f5dab 100644 --- a/source/blender/imbuf/intern/colormanagement.cc +++ b/source/blender/imbuf/intern/colormanagement.cc @@ -4365,7 +4365,7 @@ void IMB_colormanagement_blackbody_temperature_to_rgb_table(float *r_table, * \endcode */ -static float cie_colour_match[81][3] = { +static float cie_color_match[81][3] = { {0.0014f, 0.0000f, 0.0065f}, {0.0022f, 0.0001f, 0.0105f}, {0.0042f, 0.0001f, 0.0201f}, {0.0076f, 0.0002f, 0.0362f}, {0.0143f, 0.0004f, 0.0679f}, {0.0232f, 0.0006f, 0.1102f}, {0.0435f, 0.0012f, 0.2074f}, {0.0776f, 0.0022f, 0.3713f}, {0.1344f, 0.0040f, 0.6456f}, @@ -4406,7 +4406,7 @@ static void wavelength_to_xyz(float xyz[3], float lambda_nm) } else { ii -= float(i); - const float *c = cie_colour_match[i]; + const float *c = cie_color_match[i]; xyz[0] = c[0] + ii * (c[3] - c[0]); xyz[1] = c[1] + ii * (c[4] - c[1]); xyz[2] = c[2] + ii * (c[5] - c[2]); diff --git a/source/blender/nodes/composite/nodes/node_composite_trackpos.cc b/source/blender/nodes/composite/nodes/node_composite_trackpos.cc index 422d2ad1444..24714974ce0 100644 --- a/source/blender/nodes/composite/nodes/node_composite_trackpos.cc +++ b/source/blender/nodes/composite/nodes/node_composite_trackpos.cc @@ -169,13 +169,13 @@ class TrackPositionOperation : public NodeOperation { /* Compute the speed as the difference between the previous marker position and the current * marker position. Notice that we compute the speed from the current to the previous position, * not the other way around. */ - const float2 previous_marker_position = compute_temporally_neighbouring_marker_position( + const float2 previous_marker_position = compute_temporally_neighboring_marker_position( track, current_marker_position, -1); const float2 speed_toward_previous = previous_marker_position - current_marker_position; /* Compute the speed as the difference between the current marker position and the next marker * position. */ - const float2 next_marker_position = compute_temporally_neighbouring_marker_position( + const float2 next_marker_position = compute_temporally_neighboring_marker_position( track, current_marker_position, 1); const float2 speed_toward_next = current_marker_position - next_marker_position; @@ -210,9 +210,9 @@ class TrackPositionOperation : public NodeOperation { * marker exist for that particular frame or is disabled, the current marker position is * returned. This is useful for computing the speed by providing small negative and positive * delta times. */ - float2 compute_temporally_neighbouring_marker_position(MovieTrackingTrack *track, - float2 current_marker_position, - int time_delta) + float2 compute_temporally_neighboring_marker_position(MovieTrackingTrack *track, + float2 current_marker_position, + int time_delta) { const int local_frame_number = BKE_movieclip_remap_scene_to_clip_frame( get_movie_clip(), get_frame() + time_delta); diff --git a/source/blender/nodes/geometry/nodes/node_geo_input_shortest_edge_paths.cc b/source/blender/nodes/geometry/nodes/node_geo_input_shortest_edge_paths.cc index 4de429baa49..3539dd66d44 100644 --- a/source/blender/nodes/geometry/nodes/node_geo_input_shortest_edge_paths.cc +++ b/source/blender/nodes/geometry/nodes/node_geo_input_shortest_edge_paths.cc @@ -59,11 +59,11 @@ static void shortest_paths(const Mesh &mesh, continue; } const float edge_cost = std::max(0.0f, input_cost[edge_i]); - const float new_neighbour_cost = cost_i + edge_cost; - if (new_neighbour_cost < r_cost[neighbor_vert_i]) { - r_cost[neighbor_vert_i] = new_neighbour_cost; + const float new_neighbor_cost = cost_i + edge_cost; + if (new_neighbor_cost < r_cost[neighbor_vert_i]) { + r_cost[neighbor_vert_i] = new_neighbor_cost; r_next_index[neighbor_vert_i] = vert_i; - queue.emplace(new_neighbour_cost, neighbor_vert_i); + queue.emplace(new_neighbor_cost, neighbor_vert_i); } } } diff --git a/source/blender/render/intern/texture_margin.cc b/source/blender/render/intern/texture_margin.cc index 9c1bb02c9e3..977bb2ac386 100644 --- a/source/blender/render/intern/texture_margin.cc +++ b/source/blender/render/intern/texture_margin.cc @@ -251,7 +251,7 @@ class TextureMarginMap { int other_poly; bool found_pixel_in_polygon = false; - if (lookup_pixel_polygon_neighbourhood(x, y, &face, &destX, &destY, &other_poly)) { + if (lookup_pixel_polygon_neighborhood(x, y, &face, &destX, &destY, &other_poly)) { for (int i = 0; i < maxPolygonSteps; i++) { /* Force to pixel grid. */ @@ -326,7 +326,7 @@ class TextureMarginMap { * face we need can be the one next to the one the Dijkstra map provides. To prevent missing * pixels also check the neighboring polygons. */ - bool lookup_pixel_polygon_neighbourhood( + bool lookup_pixel_polygon_neighborhood( float x, float y, uint32_t *r_start_poly, float *r_destx, float *r_desty, int *r_other_poly) { float found_dist;