@@ -103,8 +103,8 @@ geometry41core =
103103 vec4 g_vertex_offset_vert;
104104 vec3 g_vertex_normal_horz_head;
105105 vec4 g_vertex_offset_horz_head;
106- vec3 g_axial_plan_vector ;
107- vec3 g_radial_plan_vector ;
106+ vec3 g_axial_plane_vector ;
107+ vec3 g_radial_plane_vector ;
108108
109109 float size_x;
110110 float size_y;
@@ -143,25 +143,25 @@ geometry41core =
143143
144144 if (g_vertex_delta.y == 0.0 )
145145 {
146- // vector is in the horizontal plan , radial vector is a simple rotation around Y axis
147- g_radial_plan_vector = vec3 (g_vertex_delta.z, 0.0 , - g_vertex_delta.x);
146+ // vector is in the horizontal plane , radial vector is a simple rotation around Y axis
147+ g_radial_plane_vector = vec3 (g_vertex_delta.z, 0.0 , - g_vertex_delta.x);
148148 }
149149 else if (g_vertex_delta.x == 0.0 && g_vertex_delta.z == 0.0 )
150150 {
151151 // delta vector is purely vertical, display the line rotated vertically so that it is visible in front and side views
152- g_radial_plan_vector = vec3 (1.0 , 0.0 , - 1.0 );
152+ g_radial_plane_vector = vec3 (1.0 , 0.0 , - 1.0 );
153153 }
154154 else
155155 {
156156 // delta vector is completely 3D
157- g_axial_plan_vector = vec3 (g_vertex_delta.x, 0.0 , g_vertex_delta.z); // Vector projected in the horizontal plan
158- g_radial_plan_vector = cross (g_vertex_delta, g_axial_plan_vector ); // Radial vector in the horizontal plan , pointing right.
157+ g_axial_plane_vector = vec3 (g_vertex_delta.x, 0.0 , g_vertex_delta.z); // Vector projected in the horizontal plane
158+ g_radial_plane_vector = cross (g_vertex_delta, g_axial_plane_vector ); // Radial vector in the horizontal plane , pointing right.
159159 }
160160
161161 g_vertex_normal_horz_head = normalize (g_vertex_delta); // Lengthwise normal vector
162162 g_vertex_offset_horz_head = vec4 (g_vertex_normal_horz_head * size_x, 0.0 ); // Lengthwise offset vector
163163
164- g_vertex_normal_horz = normalize (g_radial_plan_vector ); // Normal vector pointing right.
164+ g_vertex_normal_horz = normalize (g_radial_plane_vector ); // Normal vector pointing right.
165165 g_vertex_offset_horz = vec4 (g_vertex_normal_horz * size_x, 0.0 ); // Offset vector pointing right.
166166
167167 g_vertex_normal_vert = vec3 (0.0 , 1.0 , 0.0 ); // Upwards normal vector.
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