diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl | 2 |
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; |