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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.glsl4
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;
}