From 86141a75ebc5d0517edf71f2bc2fe7d0d13d8b5e Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Wed, 5 Jan 2022 15:09:53 +0100 Subject: Cleanup: fix typos in source code in intern/ Contributed by luzpaz. Differential Revision: https://developer.blender.org/D13532 --- intern/opencolorio/gpu_shader_display_transform.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'intern/opencolorio/gpu_shader_display_transform.glsl') diff --git a/intern/opencolorio/gpu_shader_display_transform.glsl b/intern/opencolorio/gpu_shader_display_transform.glsl index d94ff9230e8..f5a7a7bf45d 100644 --- a/intern/opencolorio/gpu_shader_display_transform.glsl +++ b/intern/opencolorio/gpu_shader_display_transform.glsl @@ -119,7 +119,7 @@ vec4 curvemapping_evaluate_premulRGBF(vec4 col) /* Using a triangle distribution which gives a more final uniform noise. * See Banding in Games:A Noisy Rant(revision 5) Mikkel Gjøl, Playdead (slide 27) */ -/* GPUs are rounding before writting to framebuffer so we center the distribution around 0.0. */ +/* GPUs are rounding before writing to framebuffer so we center the distribution around 0.0. */ /* Return triangle noise in [-1..1[ range */ float dither_random_value(vec2 co) { -- cgit v1.2.3