diff options
Diffstat (limited to 'scene/resources/particle_process_material.cpp')
-rw-r--r-- | scene/resources/particle_process_material.cpp | 2 |
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"; |