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authorCampbell Barton <campbell@blender.org>2022-10-06 04:12:09 +0300
committerCampbell Barton <campbell@blender.org>2022-10-06 04:13:00 +0300
commit87d737cd792183d409760ab1f0a778abb9f1daa3 (patch)
tree14e4a18e75eb3adc20e1b5579ab4fa27cadeb839 /source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
parent51bd26d0faad306183c58bff0865b72cf99fbe90 (diff)
Cleanup: spelling in code comments
Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
index 29ba4f3c119..0833809cc42 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
@@ -91,7 +91,7 @@ void node_bsdf_principled(vec4 base_color,
diffuse_data.sss_id = uint(do_sss);
/* NOTE(@fclem): We need to blend the reflection color but also need to avoid applying the
- * weights so we compule the ratio. */
+ * weights so we compute the ratio. */
float reflection_weight = specular_weight + glass_reflection_weight;
float reflection_weight_inv = safe_rcp(reflection_weight);
specular_weight *= reflection_weight_inv;