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Typos (#30138)
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Co-authored-by: Samuel Rigaud <srigaud@duodisplay.com>
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s-rigaud and Samuel Rigaud authored Dec 17, 2024
1 parent faa6007 commit 5f4914a
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Showing 5 changed files with 26 additions and 26 deletions.
6 changes: 3 additions & 3 deletions examples/jsm/csm/CSMShadowNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -255,7 +255,7 @@ class CSMShadowNode extends ShadowBaseNode {
setupFade() {

const cameraNear = reference( 'camera.near', 'float', this ).setGroup( renderGroup );
const cascades = reference( '_cascades', 'vec2', this ).setGroup( renderGroup ).label( 'cacades' );
const cascades = reference( '_cascades', 'vec2', this ).setGroup( renderGroup ).label( 'cascades' );

const shadowFar = uniform( 'float' ).setGroup( renderGroup ).label( 'shadowFar' )
.onRenderUpdate( () => Math.min( this.maxFar, this.camera.far ) );
Expand Down Expand Up @@ -311,7 +311,7 @@ class CSMShadowNode extends ShadowBaseNode {

if ( i === 0 ) {

// dont fade at nearest edge
// don't fade at nearest edge
ratio = linearDepth.greaterThan( cascadeCenter ).select( ratio, 1 );

}
Expand All @@ -331,7 +331,7 @@ class CSMShadowNode extends ShadowBaseNode {
setupStandard() {

const cameraNear = reference( 'camera.near', 'float', this ).setGroup( renderGroup );
const cascades = reference( '_cascades', 'vec2', this ).setGroup( renderGroup ).label( 'cacades' );
const cascades = reference( '_cascades', 'vec2', this ).setGroup( renderGroup ).label( 'cascades' );

const shadowFar = uniform( 'float' ).setGroup( renderGroup ).label( 'shadowFar' )
.onRenderUpdate( () => Math.min( this.maxFar, this.camera.far ) );
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8 changes: 4 additions & 4 deletions examples/jsm/postprocessing/OutlinePass.js
Original file line number Diff line number Diff line change
Expand Up @@ -81,10 +81,10 @@ class OutlinePass extends Pass {
const MAX_EDGE_THICKNESS = 4;
const MAX_EDGE_GLOW = 4;

this.separableBlurMaterial1 = this.getSeperableBlurMaterial( MAX_EDGE_THICKNESS );
this.separableBlurMaterial1 = this.getSeparableBlurMaterial( MAX_EDGE_THICKNESS );
this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = 1;
this.separableBlurMaterial2 = this.getSeperableBlurMaterial( MAX_EDGE_GLOW );
this.separableBlurMaterial2 = this.getSeparableBlurMaterial( MAX_EDGE_GLOW );
this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( Math.round( resx / 2 ), Math.round( resy / 2 ) );
this.separableBlurMaterial2.uniforms[ 'kernelRadius' ].value = MAX_EDGE_GLOW;

Expand Down Expand Up @@ -241,7 +241,7 @@ class OutlinePass extends Pass {

} else if ( object.isPoints || object.isLine ) {

// the visibilty of points and lines is always set to false in order to
// the visibility of points and lines is always set to false in order to
// not affect the outline computation

if ( bVisible === true ) {
Expand Down Expand Up @@ -521,7 +521,7 @@ class OutlinePass extends Pass {

}

getSeperableBlurMaterial( maxRadius ) {
getSeparableBlurMaterial( maxRadius ) {

return new ShaderMaterial( {

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4 changes: 2 additions & 2 deletions examples/jsm/postprocessing/UnrealBloomPass.js
Original file line number Diff line number Diff line change
Expand Up @@ -92,7 +92,7 @@ class UnrealBloomPass extends Pass {

for ( let i = 0; i < this.nMips; i ++ ) {

this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
this.separableBlurMaterials.push( this.getSeparableBlurMaterial( kernelSizeArray[ i ] ) );

this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );

Expand Down Expand Up @@ -296,7 +296,7 @@ class UnrealBloomPass extends Pass {

}

getSeperableBlurMaterial( kernelRadius ) {
getSeparableBlurMaterial( kernelRadius ) {

const coefficients = [];

Expand Down
26 changes: 13 additions & 13 deletions examples/jsm/tsl/display/BloomNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -99,7 +99,7 @@ class BloomNode extends TempNode {
this.smoothWidth = uniform( 0.01 );

/**
* An array that holds the render targets for the horizonal blur passes.
* An array that holds the render targets for the horizontal blur passes.
*
* @private
* @type {Array<RenderTarget>}
Expand Down Expand Up @@ -369,7 +369,7 @@ class BloomNode extends TempNode {

for ( let i = 0; i < this._nMips; i ++ ) {

this._separableBlurMaterials.push( this._getSeperableBlurMaterial( builder, kernelSizeArray[ i ] ) );
this._separableBlurMaterials.push( this._getSeparableBlurMaterial( builder, kernelSizeArray[ i ] ) );

}

Expand Down Expand Up @@ -441,13 +441,13 @@ class BloomNode extends TempNode {
}

/**
* Create a seperable blur material for the given kernel radius.
* Create a separable blur material for the given kernel radius.
*
* @param {NodeBuilder} builder - The current node builder.
* @param {Number} kernelRadius - The kernel radius.
* @return {NodeMaterial}
*/
_getSeperableBlurMaterial( builder, kernelRadius ) {
_getSeparableBlurMaterial( builder, kernelRadius ) {

const coefficients = [];

Expand All @@ -467,7 +467,7 @@ class BloomNode extends TempNode {
const uvNode = uv();
const sampleTexel = ( uv ) => colorTexture.sample( uv );

const seperableBlurPass = Fn( () => {
const separableBlurPass = Fn( () => {

const weightSum = gaussianCoefficients.element( 0 ).toVar();
const diffuseSum = sampleTexel( uvNode ).rgb.mul( weightSum ).toVar();
Expand All @@ -488,17 +488,17 @@ class BloomNode extends TempNode {

} );

const seperableBlurMaterial = new NodeMaterial();
seperableBlurMaterial.fragmentNode = seperableBlurPass().context( builder.getSharedContext() );
seperableBlurMaterial.name = 'Bloom_seperable';
seperableBlurMaterial.needsUpdate = true;
const separableBlurMaterial = new NodeMaterial();
separableBlurMaterial.fragmentNode = separableBlurPass().context( builder.getSharedContext() );
separableBlurMaterial.name = 'Bloom_separable';
separableBlurMaterial.needsUpdate = true;

// uniforms
seperableBlurMaterial.colorTexture = colorTexture;
seperableBlurMaterial.direction = direction;
seperableBlurMaterial.invSize = invSize;
separableBlurMaterial.colorTexture = colorTexture;
separableBlurMaterial.direction = direction;
separableBlurMaterial.invSize = invSize;

return seperableBlurMaterial;
return separableBlurMaterial;

}

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8 changes: 4 additions & 4 deletions examples/jsm/tsl/display/OutlineNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -617,7 +617,7 @@ class OutlineNode extends TempNode {
this._edgeDetectionMaterial.fragmentNode = edgeDetection();
this._edgeDetectionMaterial.needsUpdate = true;

// seperable blur material
// separable blur material

const MAX_RADIUS = 4;

Expand All @@ -627,7 +627,7 @@ class OutlineNode extends TempNode {

} );

const seperableBlur = Fn( ( [ kernelRadius ] ) => {
const separableBlur = Fn( ( [ kernelRadius ] ) => {

const resolution = textureSize( this._maskTextureDownsSampleUniform );
const invSize = vec2( 1 ).div( resolution ).toVar();
Expand Down Expand Up @@ -657,10 +657,10 @@ class OutlineNode extends TempNode {

} );

this._separableBlurMaterial.fragmentNode = seperableBlur( this.edgeThicknessNode );
this._separableBlurMaterial.fragmentNode = separableBlur( this.edgeThicknessNode );
this._separableBlurMaterial.needsUpdate = true;

this._separableBlurMaterial2.fragmentNode = seperableBlur( MAX_RADIUS );
this._separableBlurMaterial2.fragmentNode = separableBlur( MAX_RADIUS );
this._separableBlurMaterial2.needsUpdate = true;

// composite material
Expand Down

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