summaryrefslogtreecommitdiff
path: root/drivers/gles3/shaders/copy.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'drivers/gles3/shaders/copy.glsl')
-rw-r--r--drivers/gles3/shaders/copy.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl
index 743fe122d1..1b7c626d3c 100644
--- a/drivers/gles3/shaders/copy.glsl
+++ b/drivers/gles3/shaders/copy.glsl
@@ -131,7 +131,7 @@ void main() {
#elif defined(USE_ASYM_PANO)
- // When an assymetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result.
+ // When an asymmetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result.
// Note that we're ignoring the x-offset for IPD, with Z sufficiently in the distance it becomes neglectible, as a result we could probably just set cube_normal.z to -1.
// The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image.
@@ -161,7 +161,7 @@ void main() {
#ifdef SRGB_TO_LINEAR
- color.rgb = mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1 + 0.055)),vec3(2.4)),color.rgb * (1.0 / 12.92),lessThan(color.rgb,vec3(0.04045)));
+ color.rgb = mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)),vec3(2.4)),color.rgb * (1.0 / 12.92),lessThan(color.rgb,vec3(0.04045)));
#endif
#ifdef DEBUG_GRADIENT