diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/effects/ssil.glsl')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/effects/ssil.glsl | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl index 513791dfbf..de7b97953f 100644 --- a/servers/rendering/renderer_rd/shaders/effects/ssil.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl @@ -234,7 +234,7 @@ void SSILTap(const int p_quality_level, inout vec3 r_color_sum, inout float r_ob // snap to pixel center (more correct obscurance math, avoids artifacts) sample_offset = round(sample_offset); - // calculate MIP based on the sample distance from the centre, similar to as described + // calculate MIP based on the sample distance from the center, similar to as described // in http://graphics.cs.williams.edu/papers/SAOHPG12/. float mip_level = (p_quality_level < SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (sample_pow_2_len + p_mip_offset); @@ -272,7 +272,7 @@ void generate_SSIL(out vec3 r_color, out vec4 r_edges, out float r_obscurance, o // get this pixel's viewspace depth pix_z = valuesUL.y; - // get left right top bottom neighbouring pixels for edge detection (gets compiled out on quality_level == 0) + // get left right top bottom neighboring pixels for edge detection (gets compiled out on quality_level == 0) pix_left_z = valuesUL.x; pix_top_z = valuesUL.z; pix_right_z = valuesBR.z; @@ -318,7 +318,7 @@ void generate_SSIL(out vec3 r_color, out vec4 r_edges, out float r_obscurance, o float obscurance_sum = 0.0; float weight_sum = 0.0; - // edge mask for between this and left/right/top/bottom neighbour pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge) + // edge mask for between this and left/right/top/bottom neighbor pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge) vec4 edgesLRTB = vec4(1.0, 1.0, 1.0, 1.0); // Move center pixel slightly towards camera to avoid imprecision artifacts due to using of 16bit depth buffer; a lot smaller offsets needed when using 32bit floats |