diff options
Diffstat (limited to 'Source/Core/VideoCommon/UberShaderVertex.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/UberShaderVertex.cpp | 4 |
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"); } |
