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authorCampbell Barton <campbell@blender.org>2022-01-24 06:29:19 +0300
committerCampbell Barton <campbell@blender.org>2022-01-24 06:35:23 +0300
commit43e3a33082586982e0daa7f00df11df7dc1a3837 (patch)
tree87cfb2985b4492f3ac0329c985802c8107854863 /source/blender/draw/intern/shaders
parentc69a581c0b951d219f1501a8ceb7040bdf36e51c (diff)
Cleanup: spelling in comments
Diffstat (limited to 'source/blender/draw/intern/shaders')
-rw-r--r--source/blender/draw/intern/shaders/common_subdiv_lib.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/intern/shaders/common_subdiv_lib.glsl b/source/blender/draw/intern/shaders/common_subdiv_lib.glsl
index 005561964b8..9dd86c35ee4 100644
--- a/source/blender/draw/intern/shaders/common_subdiv_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_subdiv_lib.glsl
@@ -98,7 +98,7 @@ uint get_index(uint i)
/* Duplicate of #PosNorLoop from the mesh extract CPU code.
* We do not use a vec3 for the position as it will be padded to a vec4 which is incompatible with
- * the format. */
+ * the format. */
struct PosNorLoop {
float x, y, z;
/* TODO(kevindietrich) : figure how to compress properly as GLSL does not have char/short types,