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-rw-r--r--res/shaders/framebuffer.fs2
-rw-r--r--res/shaders/postprocess.fs2
2 files changed, 2 insertions, 2 deletions
diff --git a/res/shaders/framebuffer.fs b/res/shaders/framebuffer.fs
index b644980..9a302a5 100644
--- a/res/shaders/framebuffer.fs
+++ b/res/shaders/framebuffer.fs
@@ -41,7 +41,7 @@ float linearise_depth(const float depth) {
(2.0 * znear * zfar) / (zfar + znear - (z * (zfar - znear)));
// Usually we would just return linear depth, but this is incorrect! We need
// to account for the additional distance of the frustum away from the
- // center of the screen. Just some trigonomety
+ // center of the screen.
const float xsigma = tan(xfov * 0.5) * zfar * _f_texture.x;
const float ysigma = tan(yfov * 0.5) * zfar * _f_texture.y;
diff --git a/res/shaders/postprocess.fs b/res/shaders/postprocess.fs
index af09c2c..1d90d75 100644
--- a/res/shaders/postprocess.fs
+++ b/res/shaders/postprocess.fs
@@ -12,7 +12,7 @@ layout(std140, binding = 0) uniform _u_globals {
float zfar;
float xfov;
float yfov;
- uint time;
+ int time;
};
const float u_lumaThreshold = 0.125f;