Convert en_GB spelling to en_US with codespell
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@@ -234,7 +234,7 @@ void SSILTap(const int p_quality_level, inout vec3 r_color_sum, inout float r_ob
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// snap to pixel center (more correct obscurance math, avoids artifacts)
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sample_offset = round(sample_offset);
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// calculate MIP based on the sample distance from the centre, similar to as described
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// calculate MIP based on the sample distance from the center, similar to as described
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// in http://graphics.cs.williams.edu/papers/SAOHPG12/.
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float mip_level = (p_quality_level < SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (sample_pow_2_len + p_mip_offset);
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@@ -272,7 +272,7 @@ void generate_SSIL(out vec3 r_color, out vec4 r_edges, out float r_obscurance, o
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// get this pixel's viewspace depth
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pix_z = valuesUL.y;
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// get left right top bottom neighbouring pixels for edge detection (gets compiled out on quality_level == 0)
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// get left right top bottom neighboring pixels for edge detection (gets compiled out on quality_level == 0)
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pix_left_z = valuesUL.x;
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pix_top_z = valuesUL.z;
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pix_right_z = valuesBR.z;
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@@ -318,7 +318,7 @@ void generate_SSIL(out vec3 r_color, out vec4 r_edges, out float r_obscurance, o
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float obscurance_sum = 0.0;
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float weight_sum = 0.0;
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// 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)
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// 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)
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vec4 edgesLRTB = vec4(1.0, 1.0, 1.0, 1.0);
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// 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
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