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authorRyan Houdek <Sonicadvance1@gmail.com>2015-01-21 13:46:53 -0600
committerRyan Houdek <Sonicadvance1@gmail.com>2015-01-21 13:46:53 -0600
commit80e6367e46f0323417e131940f59d5e6bc91eff0 (patch)
tree29d7ec2d9ad4f9a6b7b59c34e76c4aa53d056b7c /Source/Core/VideoCommon/PixelShaderGen.cpp
parentf9fc9d47c0ac7692afcdc06582803776e109e0c0 (diff)
parentf31b688cf56725e70d9c31371ad828a701c86aad (diff)
Merge pull request #1869 from Stevoisiak/GeneralConsistency
Minor consistency changes
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/PixelShaderGen.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp
index f239f61171..3567be8bd8 100644
--- a/Source/Core/VideoCommon/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/PixelShaderGen.cpp
@@ -924,7 +924,7 @@ static inline void WriteTevRegular(T& out, const char* components, int bias, int
};
// Regular TEV stage: (d + bias + lerp(a,b,c)) * scale
- // The GC/Wii GPU uses a very sophisticated algorithm for scale-lerping:
+ // The GameCube/Wii GPU uses a very sophisticated algorithm for scale-lerping:
// - c is scaled from 0..255 to 0..256, which allows dividing the result by 256 instead of 255
// - if scale is bigger than one, it is moved inside the lerp calculation for increased accuracy
// - a rounding bias is added before dividing by 256