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-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
-rw-r--r--servers/rendering/renderer_rd/storage_rd/material_storage.cpp2
3 files changed, 3 insertions, 3 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;
diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
index b36a028f04..70243a9275 100644
--- a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
@@ -2526,7 +2526,7 @@ void MaterialStorage::_update_queued_materials() {
material_update_list.remove(&material->update_element);
if (uniforms_changed) {
- //some implementations such as 3D renderer cache the matreial uniform set, so update is required
+ //some implementations such as 3D renderer cache the material uniform set, so update is required
material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
}
}