diff --git a/src/esp/gfx/Drawable.h b/src/esp/gfx/Drawable.h index fb5a1b2085..84a22decaa 100644 --- a/src/esp/gfx/Drawable.h +++ b/src/esp/gfx/Drawable.h @@ -217,7 +217,7 @@ class Drawable : public Magnum::SceneGraph::Drawable3D { * Magnum::Resource). * @param transformationMatrix The transformation matrix passed to this * drawables draw function. - * @param camera The camera passsed to this drawable's draw function + * @param camera The camera passed to this drawable's draw function * @param shader The shader this drawable consumes. */ template @@ -274,7 +274,7 @@ void Drawable::updateShaderLightingParameters( const auto& lightInfo = (*lightSetup_)[i]; Mn::Vector4 pos = getLightPositionRelativeToCamera( lightInfo, transformationMatrix, cameraMatrix); - // flip directional lights to faciliate faster, non-forking calc in + // flip directional lights to facilitate faster, non-forking calc in // shader. Leave non-directional lights unchanged pos *= (pos[3] * 2) - 1; lightPositions.emplace_back(pos); diff --git a/src/shaders/gfx/pbrUniforms.glsl b/src/shaders/gfx/pbrUniforms.glsl index 6f651187dc..9b797fc4c7 100644 --- a/src/shaders/gfx/pbrUniforms.glsl +++ b/src/shaders/gfx/pbrUniforms.glsl @@ -46,7 +46,7 @@ uniform int uPbrDebugDisplay; #endif // -------------- uniforms for material and textures ------------------ -// MaterialData defined in pbrMaterials.glsl +// MaterialData defined in pbrStructs.glsl uniform MaterialData uMaterial; #if defined(BASECOLOR_TEXTURE) @@ -66,7 +66,7 @@ uniform sampler2D uEmissiveTexture; #endif #if defined(CLEAR_COAT) -// ClearCoatData defined in pbrMaterials.glsl +// ClearCoatData defined in pbrStructs.glsl uniform ClearCoatData uClearCoat; #if defined(CLEAR_COAT_TEXTURE) @@ -84,7 +84,7 @@ uniform sampler2D uClearCoatNormalTexture; #endif // CLEAR_COAT #if defined(SPECULAR_LAYER) -// SpecularLayerData defined in pbrMaterials.glsl +// SpecularLayerData defined in pbrStructs.glsl uniform SpecularLayerData uSpecularLayer; #if defined(SPECULAR_LAYER_TEXTURE) @@ -98,7 +98,7 @@ uniform sampler2D uSpecularLayerColorTexture; #endif // SPECULAR_LAYER #if defined(ANISOTROPY_LAYER) -// AnisotropyLayerData defined in pbrMaterials.glsl +// AnisotropyLayerData defined in pbrStructs.glsl uniform AnisotropyLayerData uAnisotropyLayer; #if defined(ANISOTROPY_LAYER_TEXTURE)