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-rw-r--r--scene/resources/particle_process_material.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/resources/particle_process_material.cpp b/scene/resources/particle_process_material.cpp
index ee986f5820..85b3a18744 100644
--- a/scene/resources/particle_process_material.cpp
+++ b/scene/resources/particle_process_material.cpp
@@ -1005,7 +1005,7 @@ void ParticleProcessMaterial::_update_shader() {
code += "\n";
code += " vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz);\n";
- // Godot detects when the COLLIDED keyword is used. If it's used anywhere in the shader then Godot will generate the screen space SDF for collisions.
+ // Redot detects when the COLLIDED keyword is used. If it's used anywhere in the shader then Redot will generate the screen space SDF for collisions.
// We don't need it as long as collision is disabled. Refer to GH-83744 for more info.
if (collision_mode == COLLISION_RIGID) {
code += " if (!COLLIDED) {\n";