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Diffstat (limited to 'source/blender/draw/modes/shaders/common_hair_lib.glsl')
-rw-r--r--source/blender/draw/modes/shaders/common_hair_lib.glsl6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/modes/shaders/common_hair_lib.glsl b/source/blender/draw/modes/shaders/common_hair_lib.glsl
index f9c3df34658..cbcdc947bc7 100644
--- a/source/blender/draw/modes/shaders/common_hair_lib.glsl
+++ b/source/blender/draw/modes/shaders/common_hair_lib.glsl
@@ -1,8 +1,8 @@
/**
* Library to create hairs dynamically from control points.
* This is less bandwidth intensive than fetching the vertex attributes
- * but does more ALU work per vertex. This also reduce the number
- * of data the CPU has to precompute and transfert for each update.
+ * but does more ALU work per vertex. This also reduces the amount
+ * of data the CPU has to precompute and transfer for each update.
*/
/**
@@ -44,7 +44,7 @@ uniform usamplerBuffer hairStrandSegBuffer; /* R16UI */
/* -- Subdivision stage -- */
/**
* We use a transform feedback to preprocess the strands and add more subdivision to it.
- * For the moment theses are simple smooth interpolation but one could hope to see the full
+ * For the moment these are simple smooth interpolation but one could hope to see the full
* children particle modifiers being evaluated at this stage.
*
* If no more subdivision is needed, we can skip this step.