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-rw-r--r--src/video_core/host_shaders/astc_decoder.comp2
-rw-r--r--src/video_core/host_shaders/opengl_smaa.glsl2
2 files changed, 2 insertions, 2 deletions
diff --git a/src/video_core/host_shaders/astc_decoder.comp b/src/video_core/host_shaders/astc_decoder.comp
index d608678a3..bf2693559 100644
--- a/src/video_core/host_shaders/astc_decoder.comp
+++ b/src/video_core/host_shaders/astc_decoder.comp
@@ -125,7 +125,7 @@ uvec4 local_buff;
uvec4 color_endpoint_data;
int color_bitsread = 0;
-// Four values, two endpoints, four maximum paritions
+// Four values, two endpoints, four maximum partitions
uint color_values[32];
int colvals_index = 0;
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).