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| author | Stevoisiak <S.Vascellaro@gmail.com> | 2015-01-11 00:17:29 -0500 |
|---|---|---|
| committer | Stevoisiak <Stevoisiak@gmail.com> | 2015-01-12 15:18:18 -0500 |
| commit | cb86db7b68481edf129a4bfcf6cd44a9a0f32ac8 (patch) | |
| tree | bcb70b5e663dec4c5dd4bf3a750bfef476ab655e /Source/Core/VideoCommon/PixelShaderGen.cpp | |
| parent | b3474c821868717ef6fe542ddcf1892dd0802c04 (diff) | |
Minor consistency changes
Mostly small changes, like capitalization and spelling
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/PixelShaderGen.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index 77ccd0b683..fee1bad45f 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 |
