Cleanup: Grey --> Gray
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@@ -681,7 +681,7 @@ Image classes
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.. attribute:: zbuff
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Use depth component of render as grey scale color - suitable for texture source.
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Use depth component of render as grayscale color - suitable for texture source.
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:type: bool
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@@ -817,7 +817,7 @@ Image classes
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.. attribute:: zbuff
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Use depth component of viewport as grey scale color - suitable for texture source.
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Use depth component of viewport as grayscale color - suitable for texture source.
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:type: bool
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@@ -1329,7 +1329,7 @@ ccl_device_inline float3 safe_divide_even_color(float3 a, float3 b)
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y = (b.y != 0.0f)? a.y/b.y: 0.0f;
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z = (b.z != 0.0f)? a.z/b.z: 0.0f;
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/* try to get grey even if b is zero */
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/* try to get gray even if b is zero */
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if(b.x == 0.0f) {
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if(b.y == 0.0f) {
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x = z;
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@@ -568,7 +568,7 @@ class pyRandomColorShader(StrokeShader):
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class py2DCurvatureColorShader(StrokeShader):
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"""
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Assigns a color (greyscale) to the stroke based on the curvature.
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Assigns a color (grayscale) to the stroke based on the curvature.
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A higher curvature will yield a brighter color.
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"""
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def shade(self, stroke):
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@@ -584,7 +584,7 @@ class py2DCurvatureColorShader(StrokeShader):
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class pyTimeColorShader(StrokeShader):
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"""
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Assigns a greyscale value that increases for every vertex.
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Assigns a grayscale value that increases for every vertex.
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The brightness will increase along the stroke.
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"""
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def __init__(self, step=0.01):
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