diff --git a/shaders/src/ambient_occlusion.fs b/shaders/src/ambient_occlusion.fs index 0c90fa81d4..c9c59a525c 100644 --- a/shaders/src/ambient_occlusion.fs +++ b/shaders/src/ambient_occlusion.fs @@ -31,7 +31,7 @@ float sphericalCapsIntersection(float cosCap1, float cosCap2, float cosDistance) float d = acosFast(cosDistance); // We work with cosine angles, replace the original paper's use of - // min(r1, r2) with max(cosCap1, cosCap2) + // cos(min(r1, r2)) with max(cosCap1, cosCap2) // We also remove a multiplication by 2 * PI to simplify the computation // since we divide by 2 * PI in computeBentSpecularAO() @@ -43,7 +43,7 @@ float sphericalCapsIntersection(float cosCap1, float cosCap2, float cosDistance) float delta = abs(r1 - r2); float x = 1.0 - saturate((d - delta) / max(r1 + r2 - delta, 0.0001)); - // simplified smoothsteph() + // simplified smoothstep() float area = sq(x) * (-2.0 * x + 3.0); return area * (1.0 - max(cosCap1, cosCap2)); }