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Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/VertexShaderGen.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp
index 4dec9a3b21..837c30c556 100644
--- a/Source/Core/VideoCommon/VertexShaderGen.cpp
+++ b/Source/Core/VideoCommon/VertexShaderGen.cpp
@@ -792,7 +792,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
// 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
@@ -804,7 +804,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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");
}