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authorBrecht Van Lommel <brecht@blender.org>2022-01-05 17:09:53 +0300
committerBrecht Van Lommel <brecht@blender.org>2022-01-05 17:35:30 +0300
commit86141a75ebc5d0517edf71f2bc2fe7d0d13d8b5e (patch)
treeb42fe0b9d11fa59260ad68a9be000bea46f048f7 /intern/opencolorio
parent29ab711efa01a94d7d407c29755cd697dbd02276 (diff)
Cleanup: fix typos in source code in intern/
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D13532
Diffstat (limited to 'intern/opencolorio')
-rw-r--r--intern/opencolorio/gpu_shader_display_transform.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/opencolorio/gpu_shader_display_transform.glsl b/intern/opencolorio/gpu_shader_display_transform.glsl
index d94ff9230e8..f5a7a7bf45d 100644
--- a/intern/opencolorio/gpu_shader_display_transform.glsl
+++ b/intern/opencolorio/gpu_shader_display_transform.glsl
@@ -119,7 +119,7 @@ vec4 curvemapping_evaluate_premulRGBF(vec4 col)
/* Using a triangle distribution which gives a more final uniform noise.
* See Banding in Games:A Noisy Rant(revision 5) Mikkel Gjøl, Playdead (slide 27) */
-/* GPUs are rounding before writting to framebuffer so we center the distribution around 0.0. */
+/* GPUs are rounding before writing to framebuffer so we center the distribution around 0.0. */
/* Return triangle noise in [-1..1[ range */
float dither_random_value(vec2 co)
{