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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-09-19 19:19:49 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-09-19 19:20:50 +0300
commit6b433f4eb3da0acf092fb4e5417b10f9b304d073 (patch)
tree17d66beede9df8d8b43f9db39265649c2d72e732 /source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
parenta7d43eb1c6e1679d4bdf15a9f558f2dbf0fb5b24 (diff)
parenta4f2ebc78da4e10e65e864a16d2e621c7c79103d (diff)
Merge branch 'master' into blender2.8
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
index c31fa166634..d19773aec05 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -249,7 +249,7 @@ void CLOSURE_NAME(
/* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */
/* ---------------------------------------------------------------- */
- /* Accumulate incomming light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
+ /* Accumulate incoming light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
#ifdef CLOSURE_GLOSSY
vec4 spec_accum = vec4(0.0);
#endif
@@ -409,7 +409,7 @@ void CLOSURE_NAME(
vec2 uv = lut_coords(NV, roughness);
vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
- /* This factor is outputed to be used by SSR in order
+ /* This factor is outputted to be used by SSR in order
* to match the intensity of the regular reflections. */
ssr_spec = F_ibl(f0, brdf_lut);
float spec_occlu = specular_occlusion(NV, final_ao, roughness);