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authorRémi Verschelde <rverschelde@gmail.com>2022-09-30 14:23:36 +0200
committerRémi Verschelde <rverschelde@gmail.com>2022-09-30 14:23:36 +0200
commit166df0896c4e601c58f7261145afba5ee4a088a5 (patch)
tree5ad261b43692be47257985a52e4a5a744202434d /servers/rendering/renderer_rd/shaders
parentf47979f0874b2ca6134e71575fbb359c6cc5ced0 (diff)
Fix typos with codespell
Using codespell 2.3-dev from current git. And fix typo in `methods.py` for `vsproj=yes` option (still won't work though).
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl2
2 files changed, 2 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index adc4d9d01e..1a8a1f3aa3 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -346,7 +346,7 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
#ifdef USE_DOUBLE_PRECISION
- // We separate the basis from the origin becasue the basis is fine with single point precision.
+ // We separate the basis from the origin because the basis is fine with single point precision.
// Then we combine the translations from the model matrix and the view matrix using emulated doubles.
// We add the result to the vertex and ignore the final lost precision.
vec3 model_origin = model_matrix[3].xyz;
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
index 4e5c5b6c5b..33fd4c35b1 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -345,7 +345,7 @@ void main() {
#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
#ifdef USE_DOUBLE_PRECISION
- // We separate the basis from the origin becasue the basis is fine with single point precision.
+ // We separate the basis from the origin because the basis is fine with single point precision.
// Then we combine the translations from the model matrix and the view matrix using emulated doubles.
// We add the result to the vertex and ignore the final lost precision.
vec3 model_origin = model_matrix[3].xyz;