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Diffstat (limited to 'source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl')
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl
index 597bc73e2ad..479a6b590b0 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl
@@ -6,11 +6,11 @@
* http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/
*
* Major simplification has been made since we pad the buffer to always be
- * bigger than input to avoid mipmapping misalignement.
+ * bigger than input to avoid mipmapping misalignment.
*
* Start by copying the base level by quad loading the depth.
* Then each thread compute it's local depth for level 1.
- * After that we use shared variables to do inter thread comunication and
+ * After that we use shared variables to do inter thread communication and
* downsample to max level.
*/