diff options
Diffstat (limited to 'source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_dilate_comp.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_dilate_comp.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_dilate_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_dilate_comp.glsl index c59b7d7f4df..99186ab6f67 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_dilate_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_dilate_comp.glsl @@ -1,7 +1,7 @@ /** * Dilate motion vector tiles until we covered maximum velocity. - * Outputs the largest intersecting motion vector in the neighboorhod. + * Outputs the largest intersecting motion vector in the neighborhood. * */ @@ -62,7 +62,7 @@ bool is_inside_motion_line(ivec2 tile, MotionLine motion_line) /* NOTE: Everything in is tile unit. */ float dist = point_line_projection_dist(vec2(tile), motion_line.origin, motion_line.normal); /* In order to be conservative and for simplicity, we use the tiles bounding circles. - * Consider that both the tile and the line have bouding radius of M_SQRT1_2. */ + * Consider that both the tile and the line have bounding radius of M_SQRT1_2. */ return abs(dist) < M_SQRT2; } |