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author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-09-19 19:19:49 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-09-19 19:20:50 +0300 |
commit | 6b433f4eb3da0acf092fb4e5417b10f9b304d073 (patch) | |
tree | 17d66beede9df8d8b43f9db39265649c2d72e732 /source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl | |
parent | a7d43eb1c6e1679d4bdf15a9f558f2dbf0fb5b24 (diff) | |
parent | a4f2ebc78da4e10e65e864a16d2e621c7c79103d (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.glsl | 4 |
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); |