diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2023-01-21 12:25:29 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-01-23 11:02:20 +0100 |
commit | 5b1df48c6c62e2ddc6492d4c210b3281f87b4031 (patch) | |
tree | dd4452683a1cbe61a215096cc788368965528da3 /servers/rendering/renderer_rd/shaders/effects | |
parent | 35c37ce4ce5d1559ae4548ebb2c0c7286cb90a3d (diff) |
Convert en_GB spelling to en_US with codespell
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/effects')
8 files changed, 18 insertions, 18 deletions
diff --git a/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl index 134aae5ce7..b1ff46dd3b 100644 --- a/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl @@ -56,7 +56,7 @@ vec4 screen_space_to_view_space_depth(vec4 p_depth) { float depth_linearize_mul = params.z_near; float depth_linearize_add = params.z_far; - // Optimised version of "-cameraClipNear / (cameraClipFar - projDepth * (cameraClipFar - cameraClipNear)) * cameraClipFar" + // Optimized version of "-cameraClipNear / (cameraClipFar - projDepth * (cameraClipFar - cameraClipNear)) * cameraClipFar" // Set your depth_linearize_mul and depth_linearize_add to: // depth_linearize_mul = ( cameraClipFar * cameraClipNear) / ( cameraClipFar - cameraClipNear ); diff --git a/servers/rendering/renderer_rd/shaders/effects/ssao.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl index 2a87e273bc..ffaa6872c9 100644 --- a/servers/rendering/renderer_rd/shaders/effects/ssao.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl @@ -221,7 +221,7 @@ void SSAOTap(const int p_quality_level, inout float r_obscurance_sum, inout floa // snap to pixel center (more correct obscurance math, avoids artifacts) sample_offset = round(sample_offset); - // calculate MIP based on the sample distance from the centre, similar to as described + // calculate MIP based on the sample distance from the center, similar to as described // in http://graphics.cs.williams.edu/papers/SAOHPG12/. float mip_level = (p_quality_level < SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (sample_pow_2_len + p_mip_offset); @@ -259,7 +259,7 @@ void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, o // get this pixel's viewspace depth pix_z = valuesUL.y; - // get left right top bottom neighbouring pixels for edge detection (gets compiled out on quality_level == 0) + // get left right top bottom neighboring pixels for edge detection (gets compiled out on quality_level == 0) pix_left_z = valuesUL.x; pix_top_z = valuesUL.z; pix_right_z = valuesBR.z; @@ -304,7 +304,7 @@ void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, o float obscurance_sum = 0.0; float weight_sum = 0.0; - // edge mask for between this and left/right/top/bottom neighbour pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge) + // edge mask for between this and left/right/top/bottom neighbor pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge) vec4 edgesLRTB = vec4(1.0, 1.0, 1.0, 1.0); // Move center pixel slightly towards camera to avoid imprecision artifacts due to using of 16bit depth buffer; a lot smaller offsets needed when using 32bit floats @@ -318,7 +318,7 @@ void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, o if (!p_adaptive_base && (p_quality_level >= SSAO_DETAIL_AO_ENABLE_AT_QUALITY_PRESET)) { // disable in case of quality level 4 (reference) if (p_quality_level != 4) { - //approximate neighbouring pixels positions (actually just deltas or "positions - pix_center_pos" ) + //approximate neighboring pixels positions (actually just deltas or "positions - pix_center_pos" ) vec3 normalized_viewspace_dir = vec3(pix_center_pos.xy / pix_center_pos.zz, 1.0); vec3 pixel_left_delta = vec3(-pixel_size_at_center.x, 0.0, 0.0) + normalized_viewspace_dir * (pix_left_z - pix_center_pos.z); vec3 pixel_right_delta = vec3(+pixel_size_at_center.x, 0.0, 0.0) + normalized_viewspace_dir * (pix_right_z - pix_center_pos.z); diff --git a/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl index 04f98964e8..d234ab4417 100644 --- a/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl @@ -80,7 +80,7 @@ void main() { #ifdef PROCESS_MAPA vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0; - float centre = textureLod(source_importance, uv, 0.0).x; + float center = textureLod(source_importance, uv, 0.0).x; vec2 half_pixel = params.half_screen_pixel_size; @@ -98,7 +98,7 @@ void main() { #ifdef PROCESS_MAPB vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0; - float centre = textureLod(source_importance, uv, 0.0).x; + float center = textureLod(source_importance, uv, 0.0).x; vec2 half_pixel = params.half_screen_pixel_size; diff --git a/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl index f6a9a92fac..45cc62d361 100644 --- a/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl @@ -60,8 +60,8 @@ void main() { int mx = int(pix_pos.x % 2); int my = int(pix_pos.y % 2); int index_center = mx + my * 2; // center index - int index_horizontal = (1 - mx) + my * 2; // neighbouring, horizontal - int index_vertical = mx + (1 - my) * 2; // neighbouring, vertical + int index_horizontal = (1 - mx) + my * 2; // neighboring, horizontal + int index_vertical = mx + (1 - my) * 2; // neighboring, vertical int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal vec2 center_val = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0).xy; diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl index 513791dfbf..de7b97953f 100644 --- a/servers/rendering/renderer_rd/shaders/effects/ssil.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl @@ -234,7 +234,7 @@ void SSILTap(const int p_quality_level, inout vec3 r_color_sum, inout float r_ob // snap to pixel center (more correct obscurance math, avoids artifacts) sample_offset = round(sample_offset); - // calculate MIP based on the sample distance from the centre, similar to as described + // calculate MIP based on the sample distance from the center, similar to as described // in http://graphics.cs.williams.edu/papers/SAOHPG12/. float mip_level = (p_quality_level < SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (sample_pow_2_len + p_mip_offset); @@ -272,7 +272,7 @@ void generate_SSIL(out vec3 r_color, out vec4 r_edges, out float r_obscurance, o // get this pixel's viewspace depth pix_z = valuesUL.y; - // get left right top bottom neighbouring pixels for edge detection (gets compiled out on quality_level == 0) + // get left right top bottom neighboring pixels for edge detection (gets compiled out on quality_level == 0) pix_left_z = valuesUL.x; pix_top_z = valuesUL.z; pix_right_z = valuesBR.z; @@ -318,7 +318,7 @@ void generate_SSIL(out vec3 r_color, out vec4 r_edges, out float r_obscurance, o float obscurance_sum = 0.0; float weight_sum = 0.0; - // edge mask for between this and left/right/top/bottom neighbour pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge) + // edge mask for between this and left/right/top/bottom neighbor pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge) vec4 edgesLRTB = vec4(1.0, 1.0, 1.0, 1.0); // Move center pixel slightly towards camera to avoid imprecision artifacts due to using of 16bit depth buffer; a lot smaller offsets needed when using 32bit floats diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl index 47c56571f6..f48e6c4341 100644 --- a/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl @@ -124,14 +124,14 @@ void main() { vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size; - vec4 centre = textureLod(source_ssil, uv, 0.0); + vec4 center = textureLod(source_ssil, uv, 0.0); vec4 value = textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x * 3, -half_pixel.y)), 0.0) * 0.2; value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x, -half_pixel.y * 3)), 0.0) * 0.2; value += textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x, +half_pixel.y * 3)), 0.0) * 0.2; value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x * 3, +half_pixel.y)), 0.0) * 0.2; - vec4 sampled = value + centre * 0.2; + vec4 sampled = value + center * 0.2; #else #ifdef MODE_SMART diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl index 6b6b02739d..193e3458ab 100644 --- a/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl @@ -82,7 +82,7 @@ void main() { #ifdef PROCESS_MAPA vec2 uv = (vec2(ssC) + 0.5) * params.half_screen_pixel_size * 2.0; - float centre = textureLod(source_importance, uv, 0.0).x; + float center = textureLod(source_importance, uv, 0.0).x; vec2 half_pixel = params.half_screen_pixel_size; @@ -100,7 +100,7 @@ void main() { #ifdef PROCESS_MAPB vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0; - float centre = textureLod(source_importance, uv, 0.0).x; + float center = textureLod(source_importance, uv, 0.0).x; vec2 half_pixel = params.half_screen_pixel_size; diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl index 9e86ac0cf0..ed85b8ee4c 100644 --- a/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl @@ -62,8 +62,8 @@ void main() { int mx = int(pix_pos.x % 2); int my = int(pix_pos.y % 2); int index_center = mx + my * 2; // center index - int index_horizontal = (1 - mx) + my * 2; // neighbouring, horizontal - int index_vertical = mx + (1 - my) * 2; // neighbouring, vertical + int index_horizontal = (1 - mx) + my * 2; // neighboring, horizontal + int index_vertical = mx + (1 - my) * 2; // neighboring, vertical int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal vec4 color = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0); |