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authorliamwhite <liamwhite@users.noreply.github.com>2023-03-13 02:59:46 +0100
committerGitHub <noreply@github.com>2023-03-13 02:59:46 +0100
commit54c359d1e3915653ce07a26e0e574aca5a331cb1 (patch)
tree75c4fe48af55186a4e420e94a1d7e1bfd92e4ec0 /src/video_core/host_shaders/opengl_smaa.glsl
parentMerge pull request #9913 from ameerj/acc-dma-refactor (diff)
parentgeneral: fix spelling mistakes (diff)
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Diffstat (limited to 'src/video_core/host_shaders/opengl_smaa.glsl')
-rw-r--r--src/video_core/host_shaders/opengl_smaa.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/video_core/host_shaders/opengl_smaa.glsl b/src/video_core/host_shaders/opengl_smaa.glsl
index 3cbe87bbf..419f89bca 100644
--- a/src/video_core/host_shaders/opengl_smaa.glsl
+++ b/src/video_core/host_shaders/opengl_smaa.glsl
@@ -97,7 +97,7 @@
* half-rate linear filtering on GCN.
*
* If SMAA is applied to 64-bit color buffers, switching to point filtering
- * when accesing them will increase the performance. Search for
+ * when accessing them will increase the performance. Search for
* 'SMAASamplePoint' to see which textures may benefit from point
* filtering, and where (which is basically the color input in the edge
* detection and resolve passes).