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authorCampbell Barton <ideasman42@gmail.com>2021-03-11 16:46:41 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-03-11 16:51:29 +0300
commit5b91a52944d5d6bcb09ed149612a780055061c21 (patch)
treebb48653e4fade863fe01700331dd85f9cfd28f0b /source/blender/draw
parent2cc5af9c553cfc00b7d4616445ad954597a92d94 (diff)
Cleanup: spelling
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee/eevee_screen_raytrace.c4
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);