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Merge pull request kivy#2787 from inclement/color-colour
doc: colour -> color fixes
2 parents fef5817 + 917c4d2 commit 8f4c72d

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kivy/uix/effectwidget.py

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -80,11 +80,11 @@
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return something; // must be a vec4 representing the new color
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}
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The full shader will calculate the normal pixel colour at each point,
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The full shader will calculate the normal pixel color at each point,
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then call your :code:`effect` function to transform it. The
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parameters are:
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- **color**: The normal colour of the current pixel (i.e. texture
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- **color**: The normal color of the current pixel (i.e. texture
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sampled at tex_coords).
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- **texture**: The texture containing the widget's normal background.
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- **tex_coords**: The normal texture_coords used to access texture.
@@ -448,14 +448,14 @@ def set_fbo_shader(self, *args):
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class MonochromeEffect(EffectBase):
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'''Returns its input colours in monochrome.'''
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'''Returns its input colors in monochrome.'''
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def __init__(self, *args, **kwargs):
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super(MonochromeEffect, self).__init__(*args, **kwargs)
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self.glsl = effect_monochrome
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class InvertEffect(EffectBase):
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'''Inverts the colours in the input.'''
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'''Inverts the colors in the input.'''
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def __init__(self, *args, **kwargs):
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super(InvertEffect, self).__init__(*args, **kwargs)
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self.glsl = effect_invert

kivy/uix/screenmanager.py

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -687,7 +687,7 @@ class FallOutTransition(ShaderTransition):
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vec2 dist = diff + 0.5;
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float max_dist = 1.0 - tr;
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/* in and out colours */
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/* in and out colors */
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vec4 cin = vec4(texture2D(tex_in, tex_coord0.st));
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vec4 cout = vec4(texture2D(tex_out, dist));
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@@ -742,7 +742,7 @@ class RiseInTransition(ShaderTransition):
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vec2 dist = diff + 0.5;
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float max_dist = 1.0 - tr;
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/* in and out colours */
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/* in and out colors */
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vec4 cin = vec4(texture2D(tex_in, dist));
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vec4 cout = vec4(texture2D(tex_out, tex_coord0.st));
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