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-rw-r--r--src/compiler/glsl/builtin_functions.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/compiler/glsl/builtin_functions.cpp b/src/compiler/glsl/builtin_functions.cpp
index 17f03a3fa27..797af08b6c6 100644
--- a/src/compiler/glsl/builtin_functions.cpp
+++ b/src/compiler/glsl/builtin_functions.cpp
@@ -1697,7 +1697,7 @@ builtin_builder::create_builtins()
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type),
_texture(ir_tex, v130, glsl_type::float_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type),
/* samplerCubeArrayShadow is special; it has an extra parameter
- * for the shadow comparitor since there is no vec5 type.
+ * for the shadow comparator since there is no vec5 type.
*/
_textureCubeArrayShadow(),
@@ -4659,7 +4659,7 @@ builtin_builder::_texture(ir_texture_opcode opcode,
if (coord_size == coord_type->vector_elements) {
tex->coordinate = var_ref(P);
} else {
- /* The incoming coordinate also has the projector or shadow comparitor,
+ /* The incoming coordinate also has the projector or shadow comparator,
* so we need to swizzle those away.
*/
tex->coordinate = swizzle_for_size(P, coord_size);
@@ -4676,12 +4676,12 @@ builtin_builder::_texture(ir_texture_opcode opcode,
*/
ir_variable *refz = in_var(glsl_type::float_type, "refz");
sig->parameters.push_tail(refz);
- tex->shadow_comparitor = var_ref(refz);
+ tex->shadow_comparator = var_ref(refz);
} else {
- /* The shadow comparitor is normally in the Z component, but a few types
+ /* The shadow comparator is normally in the Z component, but a few types
* have sufficiently large coordinates that it's in W.
*/
- tex->shadow_comparitor = swizzle(P, MAX2(coord_size, SWIZZLE_Z), 1);
+ tex->shadow_comparator = swizzle(P, MAX2(coord_size, SWIZZLE_Z), 1);
}
}
@@ -4754,7 +4754,7 @@ builtin_builder::_textureCubeArrayShadow()
tex->set_sampler(var_ref(s), glsl_type::float_type);
tex->coordinate = var_ref(P);
- tex->shadow_comparitor = var_ref(compare);
+ tex->shadow_comparator = var_ref(compare);
body.emit(ret(tex));