diff --git a/resources/shaders/glsl/blur_horizontal.glsl b/resources/shaders/glsl/blur_horizontal.glsl index 4cbd1643a..294601117 100644 --- a/resources/shaders/glsl/blur_horizontal.glsl +++ b/resources/shaders/glsl/blur_horizontal.glsl @@ -105,7 +105,7 @@ void main() float sampleWeights4 = 0.024067905; float sampleWeights5 = 0.0021112196; - // Alpha is handled differently depending on the graphics drivers, so set it explicitly to 1.0. + // Alpha is handled differently depending on the graphics driver, so set it explicitly to 1.0. vec4 color = COMPAT_TEXTURE(Source, texcoord); color = vec4(color.rgb, 1.0) * sampleWeights1; @@ -134,6 +134,5 @@ void main() #endif FragColor = vec4(color); -// FragColor = vec4(0.4, 0.0, 0.2, 0.2); } #endif diff --git a/resources/shaders/glsl/blur_vertical.glsl b/resources/shaders/glsl/blur_vertical.glsl index 2810c244e..ea017e973 100644 --- a/resources/shaders/glsl/blur_vertical.glsl +++ b/resources/shaders/glsl/blur_vertical.glsl @@ -106,7 +106,7 @@ void main() float sampleWeights4 = 0.024067905; float sampleWeights5 = 0.0021112196; - // Alpha is handled differently depending on the graphics drivers, so set it explicitly to 1.0. + // Alpha is handled differently depending on the graphics driver, so set it explicitly to 1.0. vec4 color = COMPAT_TEXTURE(Source, texcoord); color = vec4(color.rgb, 1.0) * sampleWeights1; diff --git a/resources/shaders/glsl/dim.glsl b/resources/shaders/glsl/dim.glsl index efcc1651b..6f85d60b2 100644 --- a/resources/shaders/glsl/dim.glsl +++ b/resources/shaders/glsl/dim.glsl @@ -29,7 +29,7 @@ void main() { vec4 dimColor = vec4(dimValue, dimValue, dimValue, 1.0); vec4 color = texture2D(myTexture, vTexCoord); - // Alpha is handled differently depending on the graphics drivers, so set it explicitly to 1.0. + // Alpha is handled differently depending on the graphics driver, so set it explicitly to 1.0. color = vec4(color.rgb, 1.0) * dimColor; gl_FragColor = color;