diff options
Diffstat (limited to 'source/blender/draw/engines/basic/shaders')
-rw-r--r-- | source/blender/draw/engines/basic/shaders/basic_conservative_depth_geom.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/basic/shaders/basic_conservative_depth_geom.glsl b/source/blender/draw/engines/basic/shaders/basic_conservative_depth_geom.glsl index d478f37691e..1a90a2f57c0 100644 --- a/source/blender/draw/engines/basic/shaders/basic_conservative_depth_geom.glsl +++ b/source/blender/draw/engines/basic/shaders/basic_conservative_depth_geom.glsl @@ -11,7 +11,7 @@ void main() { - /* Compute plane normal in ndc space. */ + /* Compute plane normal in NDC space. */ vec3 pos0 = gl_in[0].gl_Position.xyz / gl_in[0].gl_Position.w; vec3 pos1 = gl_in[1].gl_Position.xyz / gl_in[1].gl_Position.w; vec3 pos2 = gl_in[2].gl_Position.xyz / gl_in[2].gl_Position.w; @@ -33,7 +33,7 @@ void main() /* HACK: Fix cases where the triangle is too small make it cover at least one pixel. */ gl_Position.xy += drw_view.viewport_size_inverse * gl_Position.w * ofs; } - /* Test if the triangle is almost parralele with the view to avoid precision issues. */ + /* Test if the triangle is almost parallel with the view to avoid precision issues. */ else if (any(is_subpixel) || is_coplanar) { /* HACK: Fix cases where the triangle is Parallel to the view by deforming it slightly. */ vec2 ofs = (i == 0) ? vec2(-1.0) : ((i == 1) ? vec2(1.0, -1.0) : vec2(1.0)); |