diff --git a/src/6.pbr/1.2.lighting_textured/1.2.pbr.fs b/src/6.pbr/1.2.lighting_textured/1.2.pbr.fs index 4554b2f..df7e9b5 100644 --- a/src/6.pbr/1.2.lighting_textured/1.2.pbr.fs +++ b/src/6.pbr/1.2.lighting_textured/1.2.pbr.fs @@ -21,7 +21,7 @@ const float PI = 3.14159265359; // ---------------------------------------------------------------------------- // Easy trick to get tangent-normals to world-space to keep PBR code simplified. // Don't worry if you don't get what's going on; you generally want to do normal -// mapping the usual way for performance anways; I do plan make a note of this +// mapping the usual way for performance anyways; I do plan make a note of this // technique somewhere later in the normal mapping tutorial. vec3 getNormalFromMap() { diff --git a/src/6.pbr/2.2.2.ibl_specular_textured/2.2.2.pbr.fs b/src/6.pbr/2.2.2.ibl_specular_textured/2.2.2.pbr.fs index b7c2436..8a1e395 100644 --- a/src/6.pbr/2.2.2.ibl_specular_textured/2.2.2.pbr.fs +++ b/src/6.pbr/2.2.2.ibl_specular_textured/2.2.2.pbr.fs @@ -26,7 +26,7 @@ const float PI = 3.14159265359; // ---------------------------------------------------------------------------- // Easy trick to get tangent-normals to world-space to keep PBR code simplified. // Don't worry if you don't get what's going on; you generally want to do normal -// mapping the usual way for performance anways; I do plan make a note of this +// mapping the usual way for performance anyways; I do plan make a note of this // technique somewhere later in the normal mapping tutorial. vec3 getNormalFromMap() {