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-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
index ba8d901772..aa90ad6876 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -584,7 +584,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
{
vec4 clamp_rect = omni_lights.data[idx].atlas_rect;
- //redo shadowmapping, but shrink the model a bit to avoid arctifacts
+ //redo shadowmapping, but shrink the model a bit to avoid artifacts
vec4 splane = (omni_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * omni_lights.data[idx].transmittance_bias, 1.0));
float shadow_len = length(splane.xyz);