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Diffstat (limited to 'source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl')
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl
index d21f6d69541..5123eb0c238 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl
@@ -36,7 +36,7 @@ float dof_slight_focus_coc_tile_get(vec2 frag_coord)
}
/* Use atomic reduce operation. */
atomicMax(shared_max_slight_focus_abs_coc, floatBitsToUint(local_abs_max));
- /* "Broadcast" result accross all threads. */
+ /* "Broadcast" result across all threads. */
barrier();
return uintBitsToFloat(shared_max_slight_focus_abs_coc);
@@ -44,7 +44,7 @@ float dof_slight_focus_coc_tile_get(vec2 frag_coord)
vec3 dof_neighborhood_clamp(vec2 frag_coord, vec3 color, float center_coc, float weight)
{
- /* Stabilize color by clamping with the stable half res neighboorhood. */
+ /* Stabilize color by clamping with the stable half res neighborhood. */
vec3 neighbor_min, neighbor_max;
const vec2 corners[4] = vec2[4](vec2(-1, -1), vec2(1, -1), vec2(-1, 1), vec2(1, 1));
for (int i = 0; i < 4; i++) {
@@ -165,7 +165,7 @@ void main()
out_color = out_color * (1.0 - layer_weight) + layer_color;
}
- /* Fix float precision issue in alpha compositing. */
+ /* Fix float precision issue in alpha compositing. */
if (out_color.a > 0.99) {
out_color.a = 1.0;
}