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authorBrecht Van Lommel <brecht@blender.org>2021-11-19 14:44:27 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-11-19 14:46:49 +0300
commit7d5ef64bfb26825658f1a9e0485366e4b3568a0c (patch)
tree6e335b7b85ff5dc152e087047fca7cd68db37d1d /source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl
parenteb071c9ff4e69b3b721a91bed3f0bf758fbe6c0e (diff)
Cleanup: fix typos in comments and docs
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D13264
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl
index 39a7e8fb931..c09365cdcb4 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl
@@ -2,7 +2,7 @@
/**
* Gather pass: Convolve foreground and background parts in separate passes.
*
- * Using the min&max CoC tile buffer, we select the best apropriate method to blur the scene color.
+ * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene color.
* A fast gather path is taken if there is not many CoC variation inside the tile.
*
* We sample using an octaweb sampling pattern. We randomize the kernel center and each ring