diff --git a/manimlib/constants.py b/manimlib/constants.py index 93fc2c5a..f5ac8239 100644 --- a/manimlib/constants.py +++ b/manimlib/constants.py @@ -130,6 +130,9 @@ PINK: ManimColor = manim_config.colors.pink LIGHT_PINK: ManimColor = manim_config.colors.light_pink GREEN_SCREEN: ManimColor = manim_config.colors.green_screen ORANGE: ManimColor = manim_config.colors.orange +PURE_RED: ManimColor = manim_config.colors.pure_red +PURE_GREEN: ManimColor = manim_config.colors.pure_green +PURE_BLUE: ManimColor = manim_config.colors.pure_blue MANIM_COLORS: List[ManimColor] = list(manim_config.colors.values()) diff --git a/manimlib/default_config.yml b/manimlib/default_config.yml index 6e2135b9..ad84ccaa 100644 --- a/manimlib/default_config.yml +++ b/manimlib/default_config.yml @@ -169,6 +169,9 @@ colors: light_pink: "#DC75CD" green_screen: "#00FF00" orange: "#FF862F" + pure_red: "#FF0000" + pure_green: "#00FF00" + pure_blue: "#0000FF" # Can be DEBUG / INFO / WARNING / ERROR / CRITICAL log_level: "INFO" universal_import_line: "from manimlib import *" diff --git a/manimlib/shaders/inserts/emit_gl_Position.glsl b/manimlib/shaders/inserts/emit_gl_Position.glsl index 2882b422..7fdfca47 100644 --- a/manimlib/shaders/inserts/emit_gl_Position.glsl +++ b/manimlib/shaders/inserts/emit_gl_Position.glsl @@ -6,7 +6,7 @@ uniform vec4 clip_plane; void emit_gl_Position(vec3 point){ vec4 result = vec4(point, 1.0); - // This allow for smooth transitions between objects fixed and unfixed from frame + // This allows for smooth transitions between objects fixed and unfixed from frame result = mix(view * result, result, is_fixed_in_frame); // Essentially a projection matrix result.xyz *= frame_rescale_factors; diff --git a/manimlib/shaders/inserts/finalize_color.glsl b/manimlib/shaders/inserts/finalize_color.glsl index adb65206..0656c7d0 100644 --- a/manimlib/shaders/inserts/finalize_color.glsl +++ b/manimlib/shaders/inserts/finalize_color.glsl @@ -27,7 +27,7 @@ vec4 add_light(vec4 color, vec3 point, vec3 unit_normal){ float light_to_normal = dot(to_light, unit_normal); // When unit normal points towards light, brighten float bright_factor = max(light_to_normal, 0) * reflectiveness; - // For glossy surface, add extra shine if light beam go towards camera + // For glossy surface, add extra shine if light beam goes towards camera vec3 light_reflection = reflect(-to_light, unit_normal); float light_to_cam = dot(light_reflection, to_camera); float shine = gloss * exp(-3 * pow(1 - light_to_cam, 2)); diff --git a/manimlib/shaders/true_dot/frag.glsl b/manimlib/shaders/true_dot/frag.glsl index b3d42656..6f6bf251 100644 --- a/manimlib/shaders/true_dot/frag.glsl +++ b/manimlib/shaders/true_dot/frag.glsl @@ -13,7 +13,7 @@ in vec2 uv_coords; out vec4 frag_color; -// This include a delaration of uniform vec3 shading +// This includes a declaration of uniform vec3 shading #INSERT finalize_color.glsl void main() {