[Bf-blender-cvs] [a1c558e19f6] blender2.8: OpenGL: cleanup edit overlay shaders

Mike Erwin noreply at git.blender.org
Fri May 19 20:21:27 CEST 2017


Commit: a1c558e19f6fa0dfa85dcda004426d8497c21ec7
Author: Mike Erwin
Date:   Fri May 19 14:13:43 2017 -0400
Branches: blender2.8
https://developer.blender.org/rBa1c558e19f6fa0dfa85dcda004426d8497c21ec7

OpenGL: cleanup edit overlay shaders

Mostly simple fixes to spacing & comments.

===================================================================

M	source/blender/draw/modes/shaders/edit_curve_overlay_frag.glsl
M	source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl
M	source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl
M	source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl
M	source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl
M	source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
M	source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl
M	source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
M	source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl

===================================================================

diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_curve_overlay_frag.glsl
index 29bf0c18448..e78462b6915 100644
--- a/source/blender/draw/modes/shaders/edit_curve_overlay_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_curve_overlay_frag.glsl
@@ -1,8 +1,8 @@
 
 flat in int vertFlag;
 
-#define VERTEX_SELECTED	(1 << 0)
-#define VERTEX_ACTIVE	(1 << 1)
+#define VERTEX_SELECTED (1 << 0)
+#define VERTEX_ACTIVE   (1 << 1)
 
 out vec4 FragColor;
 
diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl b/source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl
index 8b6c29e719b..9150ef8cd63 100644
--- a/source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_curve_overlay_loosevert_vert.glsl
@@ -28,7 +28,7 @@ void main()
 
 	vec4 pPos = ModelViewProjectionMatrix * vec4(pos, 1.0);
 
-	/* only verterx position 0 is used */
+	/* only vertex position 0 is used */
 	eData1 = eData2 = vec4(1e10);
 	eData2.zw = proj(pPos);
 
diff --git a/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl
index 29bf0c18448..e78462b6915 100644
--- a/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl
@@ -1,8 +1,8 @@
 
 flat in int vertFlag;
 
-#define VERTEX_SELECTED	(1 << 0)
-#define VERTEX_ACTIVE	(1 << 1)
+#define VERTEX_SELECTED (1 << 0)
+#define VERTEX_ACTIVE   (1 << 1)
 
 out vec4 FragColor;
 
diff --git a/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl b/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl
index b273601c176..0cbc66a2b1f 100644
--- a/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_lattice_overlay_loosevert_vert.glsl
@@ -28,7 +28,7 @@ void main()
 
 	vec4 pPos = ModelViewProjectionMatrix * vec4(pos, 1.0);
 
-	/* only verterx position 0 is used */
+	/* only vertex position 0 is used */
 	eData1 = eData2 = vec4(1e10);
 	eData2.zw = proj(pPos);
 
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl
index 5755ba40951..3b9aa77306f 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl
@@ -7,8 +7,8 @@ in ivec4 data;
 flat out vec4 faceColor;
 flat out int faceActive;
 
-#define FACE_ACTIVE     (1 << 2)
-#define FACE_SELECTED   (1 << 3)
+#define FACE_ACTIVE   (1 << 2)
+#define FACE_SELECTED (1 << 3)
 
 void main()
 {
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
index 56eb931b893..71e5c5d726b 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
@@ -19,7 +19,7 @@ smooth in vec3 vertexColor;
 /* We use a vec4[2] interface to pass edge data
  * (without fragmenting memory accesses)
  *
- * There is 2 cases :
+ * There are 2 cases :
  *
  * - Simple case : geometry shader return edge distances
  *   in the first 2 components of the first vec4.
@@ -38,19 +38,19 @@ flat in vec4 eData2;
 
 out vec4 FragColor;
 
-#define EDGE_EXISTS		(1 << 0)
-#define EDGE_ACTIVE		(1 << 1)
-#define EDGE_SELECTED	(1 << 2)
-#define EDGE_SEAM		(1 << 3)
-#define EDGE_SHARP		(1 << 4)
+#define EDGE_EXISTS     (1 << 0)
+#define EDGE_ACTIVE     (1 << 1)
+#define EDGE_SELECTED   (1 << 2)
+#define EDGE_SEAM       (1 << 3)
+#define EDGE_SHARP      (1 << 4)
 /* Vertex flag is shifted and combined with the edge flag */
-#define VERTEX_ACTIVE	(1 << (0 + 8))
-#define VERTEX_SELECTED	(1 << (1 + 8))
-#define FACE_ACTIVE		(1 << (2 + 8))
+#define VERTEX_ACTIVE   (1 << (0 + 8))
+#define VERTEX_SELECTED (1 << (1 + 8))
+#define FACE_ACTIVE     (1 << (2 + 8))
 
 /* Style Parameters in pixel */
 
-/* Array to retreive vert/edge indices */
+/* Array to retrieve vert/edge indices */
 const ivec3 clipEdgeIdx[6] = ivec3[6](
 	ivec3(1, 0, 2),
 	ivec3(2, 0, 1),
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl
index de56a637536..48eba6defcf 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl
@@ -104,7 +104,7 @@ void main()
 	/* perpendicular to dir */
 	dirs1.zw = vec2(-dirs1.y, dirs1.x);
 
-	/* Make it view independant */
+	/* Make it view independent */
 	dirs1 *= sizeEdgeFix / viewportSize.xyxy;
 
 	dirs2 = dirs1;
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
index 49ff1677822..0087318bc21 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
@@ -198,7 +198,7 @@ void main()
 				perp = -perp;
 			}
 
-			/* Make it view independant */
+			/* Make it view independent */
 			perp *= sizeEdgeFix / viewportSize;
 			cornervec[i] *= sizeEdgeFix / viewportSize;
 			fixvec[i] = fixvecaf[i] = perp;
@@ -214,9 +214,9 @@ void main()
 		}
 
 		/* to not let face color bleed */
-		faceColor = vec4(0.0, 0.0, 0.0, 0.0);
+		faceColor = vec4(0.0);
 
-		/* we don't want other edges : make them far*/
+		/* we don't want other edges : make them far */
 		eData1 = vec4(1e10);
 
 		/* Start with the same last vertex to create a
@@ -227,7 +227,7 @@ void main()
 			int vaf = (i + 1) % 3;
 			int v = i % 3;
 
-			/* Position of the "hidden" thrid vertex */
+			/* Position of the "hidden" third vertex */
 			eData1.zw = pos[vbe];
 
 			doVertex(v, pPos[v]);
@@ -249,7 +249,7 @@ void main()
 			doVertex(vaf, pPos[vaf]);
 			doVertex(vaf, pPos[vaf] + vec4(fixvecaf[v], 0.0, 0.0));
 
-			/* corner vertices should not drax edges but draw point only */
+			/* corner vertices should not draw edges but draw point only */
 			flag[2] = (vData[vbe].x << 8);
 #ifdef VERTEX_SELECTION
 			doVertex(vaf, pPos[vaf]);
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl
index 151d9df15f9..0a396a5325f 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl
@@ -47,7 +47,7 @@ void main()
 	vertexColor = vec3(0.0);
 #endif
 
-	/* only verterx position 0 is used */
+	/* only vertex position 0 is used */
 	eData1 = eData2 = vec4(1e10);
 	eData2.zw = proj(pPos);




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