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authorAndrea Gelmini <andrea.gelmini@gelma.net>2018-05-23 16:10:58 +0200
committerChristian Lohmaier <lohmaier+LibreOffice@googlemail.com>2018-05-24 08:19:45 +0200
commit451a76ec6f585b23108240454557285f518f89c9 (patch)
tree7b13b8cb37ae50adcfd45af7bcc183a5f647e25a /slideshow
parent232103d09e55309ccb77cf2e481df46a9ae6fe83 (diff)
Fix typo
Change-Id: I0635a5f4f02a1de222656133bca1ff2da8ce59f6 Reviewed-on: https://gerrit.libreoffice.org/54711 Reviewed-by: Julien Nabet <serval2412@yahoo.fr> Tested-by: Christian Lohmaier <lohmaier+LibreOffice@googlemail.com>
Diffstat (limited to 'slideshow')
-rw-r--r--slideshow/opengl/rippleFragmentShader.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/slideshow/opengl/rippleFragmentShader.glsl b/slideshow/opengl/rippleFragmentShader.glsl
index ec641d67a571..df4bd592796f 100644
--- a/slideshow/opengl/rippleFragmentShader.glsl
+++ b/slideshow/opengl/rippleFragmentShader.glsl
@@ -38,7 +38,7 @@ void main()
// We want the ripple to span all of the slide at the end of the transition.
float t = time * (sqrt(2.0) * (slideRatio < 1.0 ? 1.0 / slideRatio : slideRatio));
- // Interpolate the distance to the center in fonction of the time.
+ // Interpolate the distance to the center in function of the time.
float mixed = smoothstep(t*w-v, t*w+v, dist);
// Get the displacement offset from the current pixel, for fragments that have been touched by the ripple already.