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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
parenta7d43eb1c6e1679d4bdf15a9f558f2dbf0fb5b24 (diff)
parenta4f2ebc78da4e10e65e864a16d2e621c7c79103d (diff)
Merge branch 'master' into blender2.8
Diffstat (limited to 'source/blender/draw/engines/eevee')
-rw-r--r--source/blender/draw/engines/eevee/eevee_depth_of_field.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightcache.c8
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c10
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c6
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_motion_blur.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h2
-rw-r--r--source/blender/draw/engines/eevee/eevee_screen_raytrace.c4
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c4
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lamps_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl2
17 files changed, 30 insertions, 30 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
index cb54ad3a164..e51fb2fd1d7 100644
--- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c
+++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
@@ -95,7 +95,7 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v
const float *viewport_size = DRW_viewport_size_get();
Camera *cam = (Camera *)camera->data;
- /* Retreive Near and Far distance */
+ /* Retrieve Near and Far distance */
effects->dof_near_far[0] = -cam->clipsta;
effects->dof_near_far[1] = -cam->clipend;
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 0a93db1453d..bb3938fe2c3 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -220,7 +220,7 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object
}
/**
- * Compute Mipmap texel alignement.
+ * Compute Mipmap texel alignment.
*/
for (int i = 0; i < 10; ++i) {
int mip_size[2];
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index a5661581a1a..c5531ba96ef 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -323,7 +323,7 @@ static void eevee_draw_background(void *vedata)
GPU_framebuffer_bind(dfbl->default_fb);
DRW_transform_to_display(stl->effects->final_tx, use_view_settings);
- /* Debug : Ouput buffer to view. */
+ /* Debug : Output buffer to view. */
switch (G.debug_value) {
case 1:
if (txl->maxzbuffer) DRW_transform_to_display(txl->maxzbuffer, use_view_settings);
diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.c b/source/blender/draw/engines/eevee/eevee_lightcache.c
index 5ac2257e01a..d399e48c298 100644
--- a/source/blender/draw/engines/eevee/eevee_lightcache.c
+++ b/source/blender/draw/engines/eevee/eevee_lightcache.c
@@ -469,7 +469,7 @@ static void eevee_lightbake_create_resources(EEVEE_LightBake *lbake)
* by the DRW mutex. */
lbake->lcache = eevee->light_cache;
- /* TODO validate irradiance and reflection cache independantly... */
+ /* TODO validate irradiance and reflection cache independently... */
if (lbake->lcache != NULL &&
!EEVEE_lightcache_validate(lbake->lcache, lbake->cube_len, lbake->ref_cube_res, lbake->grid_len, lbake->irr_size))
{
@@ -720,7 +720,7 @@ static void eevee_lightbake_render_world_sample(void *ved, void *user_data)
Scene *scene_eval = DEG_get_evaluated_scene(lbake->depsgraph);
LightCache *lcache = scene_eval->eevee.light_cache;
- /* TODO do this once for the whole bake when we have independant DRWManagers. */
+ /* TODO do this once for the whole bake when we have independent DRWManagers. */
eevee_lightbake_cache_create(vedata, lbake);
EEVEE_lightbake_render_world(sldata, vedata, lbake->rt_fb);
@@ -826,7 +826,7 @@ static void eevee_lightbake_render_grid_sample(void *ved, void *user_data)
/* Use the previous bounce for rendering this bounce. */
SWAP(GPUTexture *, lbake->grid_prev, lcache->grid_tx.tex);
- /* TODO do this once for the whole bake when we have independant DRWManagers.
+ /* TODO do this once for the whole bake when we have independent DRWManagers.
* Warning: Some of the things above require this. */
eevee_lightbake_cache_create(vedata, lbake);
@@ -892,7 +892,7 @@ static void eevee_lightbake_render_probe_sample(void *ved, void *user_data)
EEVEE_LightProbe *eprobe = lbake->cube;
LightProbe *prb = *lbake->probe;
- /* TODO do this once for the whole bake when we have independant DRWManagers. */
+ /* TODO do this once for the whole bake when we have independent DRWManagers. */
eevee_lightbake_cache_create(vedata, lbake);
/* Disable specular lighting when rendering probes to avoid feedback loops (looks bad). */
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index 87f90f37913..d318dea518c 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -357,7 +357,7 @@ void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
}
-/* Only init the passes usefull for rendering the light cache. */
+/* Only init the passes useful for rendering the light cache. */
void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, GPUTexture *rt_color, GPUTexture *rt_depth)
{
EEVEE_PassList *psl = vedata->psl;
@@ -480,7 +480,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
case GPU_MAT_SUCCESS:
grp = DRW_shgroup_material_create(gpumat, psl->probe_background);
DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
- /* TODO (fclem): remove thoses (need to clean the GLSL files). */
+ /* TODO (fclem): remove those (need to clean the GLSL files). */
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
@@ -519,7 +519,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
DRW_shgroup_uniform_float_copy(grp, "sphere_size", scene_eval->eevee.gi_cubemap_draw_size * 0.5f);
- /* TODO (fclem) get rid of thoses UBO. */
+ /* TODO (fclem) get rid of those UBO. */
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
}
@@ -538,7 +538,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
DRW_shgroup_uniform_vec3(shgrp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
DRW_shgroup_uniform_texture_ref(shgrp, "irradianceGrid", &lcache->grid_tx.tex);
DRW_shgroup_uniform_float_copy(shgrp, "sphere_size", scene_eval->eevee.gi_irradiance_draw_size * 0.5f);
- /* TODO (fclem) get rid of thoses UBO. */
+ /* TODO (fclem) get rid of those UBO. */
DRW_shgroup_uniform_block(shgrp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(shgrp, "planar_block", sldata->planar_ubo);
DRW_shgroup_uniform_block(shgrp, "grid_block", sldata->grid_ubo);
@@ -907,7 +907,7 @@ static void render_cubemap(
/* 1 - Render to each cubeface individually.
* We do this instead of using geometry shader because a) it's faster,
- * b) it's easier than fixing the nodetree shaders (for view dependant effects). */
+ * b) it's easier than fixing the nodetree shaders (for view dependent effects). */
for (int i = 0; i < 6; ++i) {
/* Setup custom matrices */
mul_m4_m4m4(matstate.viewmat, cubefacemat[i], posmat);
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index b8a7789fb46..a458be040fc 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -649,7 +649,7 @@ static void eevee_light_setup(Object *ob, EEVEE_Light *evli)
80.0f; /* XXX : Empirical, Fit cycles power */
if (ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) {
evli->lamptype = LAMPTYPE_AREA_ELLIPSE;
- /* Scale power to account for the lower area of the ellipse compared to the surrouding rectangle. */
+ /* Scale power to account for the lower area of the ellipse compared to the surrounding rectangle. */
power *= 4.0f / M_PI;
}
}
@@ -1112,7 +1112,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
/* Render shadow cube */
/* Render 6 faces separately: seems to be faster for the general case.
* The only time it's more beneficial is when the CPU culling overhead
- * outweight the instancing overhead. which is rarelly the case. */
+ * outweigh the instancing overhead. which is rarely the case. */
for (int j = 0; j < 6; j++) {
/* TODO optimize */
float tmp[4][4];
@@ -1219,7 +1219,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl)
/* Render shadow cascades */
/* Render cascade separately: seems to be faster for the general case.
* The only time it's more beneficial is when the CPU culling overhead
- * outweight the instancing overhead. which is rarelly the case. */
+ * outweigh the instancing overhead. which is rarely the case. */
for (int j = 0; j < la->cascade_count; j++) {
copy_m4_m4(winmat, evscd->projmat[j]);
copy_m4_m4(persmat, evscd->viewprojmat[j]);
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 6ec20b2d7c5..2d27bb8e705 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -972,7 +972,7 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
case GPU_MAT_SUCCESS:
grp = DRW_shgroup_material_create(gpumat, psl->background_pass);
DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
- /* TODO (fclem): remove thoses (need to clean the GLSL files). */
+ /* TODO (fclem): remove those (need to clean the GLSL files). */
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
diff --git a/source/blender/draw/engines/eevee/eevee_motion_blur.c b/source/blender/draw/engines/eevee/eevee_motion_blur.c
index 08745850bd4..d2309d20abb 100644
--- a/source/blender/draw/engines/eevee/eevee_motion_blur.c
+++ b/source/blender/draw/engines/eevee/eevee_motion_blur.c
@@ -71,7 +71,7 @@ static void eevee_motion_blur_camera_get_matrix_at_time(
/* Past matrix */
/* FIXME : This is a temporal solution that does not take care of parent animations */
- /* Recalc Anim manualy */
+ /* Recalc Anim manually */
BKE_animsys_evaluate_animdata(draw_ctx->depsgraph, scene, &cam_cpy.id, cam_cpy.adt, time, ADT_RECALC_ALL);
BKE_animsys_evaluate_animdata(draw_ctx->depsgraph, scene, &camdata_cpy.id, camdata_cpy.adt, time, ADT_RECALC_ALL);
BKE_object_where_is_calc_time(draw_ctx->depsgraph, scene, &cam_cpy, time);
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index 14b3e8a5540..62db134a117 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -431,7 +431,7 @@ typedef struct EEVEE_LampsInfo {
struct EEVEE_ShadowCascade shadow_cascade_data[MAX_SHADOW_CASCADE];
/* Lights tracking */
int new_shadow_id[MAX_LIGHT]; /* To be able to convert old bitfield to new bitfield */
- struct EEVEE_BoundSphere shadow_bounds[MAX_LIGHT]; /* Tighly packed light bounds */
+ struct EEVEE_BoundSphere shadow_bounds[MAX_LIGHT]; /* Tightly packed light bounds */
/* Pointers only. */
struct EEVEE_ShadowCasterBuffer *shcaster_frontbuffer;
struct EEVEE_ShadowCasterBuffer *shcaster_backbuffer;
diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
index 46229c2dc9b..13bedc34e05 100644
--- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
+++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
@@ -210,12 +210,12 @@ void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *v
*
* Following Frostbite stochastic SSR.
*
- * - First pass Trace rays accross the depth buffer. The hit position and pdf are
+ * - First pass Trace rays across the depth buffer. The hit position and pdf are
* recorded in a RGBA16F render target for each ray (sample).
*
* - We downsample the previous frame color buffer.
*
- * - For each final pixel, we gather neighboors rays and choose a color buffer
+ * - For each final pixel, we gather neighbors rays and choose a color buffer
* mipmap for each ray using its pdf. (filtered importance sampling)
* We then evaluate the lighting from the probes and mix the results together.
*/
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index cccd51bbaa0..256838609a6 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -397,7 +397,7 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
if (grp) {
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
- /* TODO (fclem): remove thoses (need to clean the GLSL files). */
+ /* TODO (fclem): remove those (need to clean the GLSL files). */
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
@@ -483,7 +483,7 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata, EEVEE_Data *ved
BKE_mesh_texspace_get_reference((struct Mesh *)ob->data, NULL, &texcoloc, NULL, &texcosize);
- /* TODO(fclem) remove thoses "unecessary" UBOs */
+ /* TODO(fclem) remove those "unnecessary" UBOs */
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 286f00783d9..1bd9410314b 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -598,7 +598,7 @@ float G1_Smith_GGX(float NX, float a2)
/* Using Brian Karis approach and refactoring by NX/NX
* this way the (2*NL)*(2*NV) in G = G1(V) * G1(L) gets canceled by the brdf denominator 4*NL*NV
* Rcp is done on the whole G later
- * Note that this is not convenient for the transmition formula */
+ * Note that this is not convenient for the transmission formula */
return NX + sqrt(NX * (NX - NX * a2) + a2);
/* return 2 / (1 + sqrt(1 + a2 * (1 - NX*NX) / (NX*NX) ) ); /* Reference function */
}
@@ -626,7 +626,7 @@ void accumulate_light(vec3 light, float fac, inout vec4 accum)
accum += vec4(light, 1.0) * min(fac, (1.0 - accum.a));
}
-/* ----------- Cone Apperture Approximation --------- */
+/* ----------- Cone Aperture Approximation --------- */
/* Return a fitted cone angle given the input roughness */
float cone_cosine(float r)
diff --git a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
index e9f05cfe0ff..edfd0f307e9 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
@@ -29,7 +29,7 @@ uniform sampler2D depthBuffer;
#define minmax4(a, b, c, d) max(max(max(a, b), c), d)
#endif
-/* On some AMD card / driver conbination, it is needed otherwise,
+/* On some AMD card / driver combination, it is needed otherwise,
* the shader does not write anything. */
#if defined(GPU_INTEL) || defined(GPU_ATI)
out vec4 fragColor;
diff --git a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
index 7281eb4cf2d..b1a94fa4379 100644
--- a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
@@ -223,7 +223,7 @@ float light_visibility(LightData ld, vec3 W,
vec3 ray_ori = viewPosition;
float bias = 0.5; /* Constant Bias */
- bias += 1.0 - abs(dot(viewNormal, ray_dir)); /* Angle dependant bias */
+ bias += 1.0 - abs(dot(viewNormal, ray_dir)); /* Angle dependent bias */
bias *= gl_FrontFacing ? data.sh_contact_offset : -data.sh_contact_offset;
vec3 nor_bias = viewNormal * bias;
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);
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
index 7dd460004ae..c9f2d64f30b 100644
--- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -119,7 +119,7 @@ void prepare_raycast(
#define prev_delta times_and_deltas.w
// #define GROUPED_FETCHES /* is still slower, need to see where is the bottleneck. */
-/* Return the hit position, and negate the z component (making it positive) if not hit occured. */
+/* Return the hit position, and negate the z component (making it positive) if not hit occurred. */
/* __ray_dir__ is the ray direction premultiplied by it's maximum length */
vec3 raycast(
int index, vec3 ray_origin, vec3 ray_dir, float thickness, float ray_jitter,
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl
index c5c97b97734..827d774b290 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl
@@ -3,7 +3,7 @@
* https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
/* Step 3 : Integrate for each froxel the final amount of light
- * scattered back to the viewer and the amout of transmittance. */
+ * scattered back to the viewer and the amount of transmittance. */
uniform sampler3D volumeScattering; /* Result of the scatter step */
uniform sampler3D volumeExtinction;