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author | Campbell Barton <ideasman42@gmail.com> | 2021-03-11 16:46:41 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2021-03-11 16:51:29 +0300 |
commit | 5b91a52944d5d6bcb09ed149612a780055061c21 (patch) | |
tree | bb48653e4fade863fe01700331dd85f9cfd28f0b /source/blender/draw/engines | |
parent | 2cc5af9c553cfc00b7d4616445ad954597a92d94 (diff) |
Cleanup: spelling
Diffstat (limited to 'source/blender/draw/engines')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_screen_raytrace.c | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c index 94b0161faf8..f5b4e4d43a5 100644 --- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c +++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c @@ -139,13 +139,13 @@ void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *v * * Following Frostbite stochastic SSR. * - * - First pass Trace rays across 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 down-sample the previous frame 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) + * mipmap for each ray using its PDF. (filtered importance sampling) * We then evaluate the lighting from the probes and mix the results together. */ DRW_PASS_CREATE(psl->ssr_raytrace, DRW_STATE_WRITE_COLOR); |