Cleanup: spelling
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@ -39,7 +39,7 @@ void ED_space_image_grid_steps(struct SpaceImage *sima,
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* The code in here (except the offset part) is used in `grid_frag.glsl` (see `grid_res`) for
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* drawing the grid overlay for the UV/Image editor.
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*/
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float ED_space_image_increment_snap_value(int grid_dimesnions,
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float ED_space_image_increment_snap_value(int grid_dimensions,
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const float grid_steps[SI_GRID_STEPS_LEN],
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float zoom_factor);
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@ -601,18 +601,18 @@ void ED_space_image_grid_steps(SpaceImage *sima,
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}
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}
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float ED_space_image_increment_snap_value(const int grid_dimesnions,
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float ED_space_image_increment_snap_value(const int grid_dimensions,
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const float grid_steps[SI_GRID_STEPS_LEN],
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const float zoom_factor)
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{
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/* Small offset on each grid_steps[] so that snapping value doesn't change until grid lines are
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* significantly visible.
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* `Offset = 3/4 * (grid_steps[i] - (grid_steps[i] / grid_dimesnsions))`
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* `Offset = 3/4 * (grid_steps[i] - (grid_steps[i] / grid_dimensions))`
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*
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* Refer `grid_frag.glsl` to find out when grid lines actually start appearing */
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for (int step = 0; step < SI_GRID_STEPS_LEN; step++) {
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float offset = (3.0f / 4.0f) * (grid_steps[step] - (grid_steps[step] / grid_dimesnions));
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float offset = (3.0f / 4.0f) * (grid_steps[step] - (grid_steps[step] / grid_dimensions));
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if ((grid_steps[step] - offset) > zoom_factor) {
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return grid_steps[step];
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