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path: root/Source/Core/VideoCommon/UberShaderVertex.cpp
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Diffstat (limited to 'Source/Core/VideoCommon/UberShaderVertex.cpp')
-rw-r--r--Source/Core/VideoCommon/UberShaderVertex.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/Source/Core/VideoCommon/UberShaderVertex.cpp b/Source/Core/VideoCommon/UberShaderVertex.cpp
index e558637d97..6ea8abe095 100644
--- a/Source/Core/VideoCommon/UberShaderVertex.cpp
+++ b/Source/Core/VideoCommon/UberShaderVertex.cpp
@@ -439,7 +439,7 @@ float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
// There are two different ways to do this, when the depth range is oversized, we process
// the depth range in the vertex shader, if not we let the host driver handle it.
//
- // Adjust z for the depth range. We're using an equation which incorperates a depth inversion,
+ // Adjust z for the depth range. We're using an equation which incorporates a depth inversion,
// so we can map the console -1..0 range to the 0..1 range used in the depth buffer.
// We have to handle the depth range in the vertex shader instead of after the perspective
// divide, because some games will use a depth range larger than what is allowed by the
@@ -451,7 +451,7 @@ float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
if (!host_config.backend_clip_control)
{
// If the graphics API doesn't support a depth range of 0..1, then we need to map z to
- // the -1..1 range. Unfortunately we have to use a substraction, which is a lossy floating-point
+ // the -1..1 range. Unfortunately we have to use a subtraction, which is a lossy floating-point
// operation that can introduce a round-trip error.
out.Write("o.pos.z = o.pos.z * 2.0 - o.pos.w;\n");
}