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-rw-r--r--PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp b/PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp
index 118d913..fd5a6e0 100644
--- a/PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp
+++ b/PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp
@@ -2633,7 +2633,7 @@ void EpipolarLightScattering::ComputeScatteringCoefficients(IDeviceContext* pDev
// to use the same distribution as the Rayleigh particle distribution, which allows simply adding
// ozone absorption to Rayleigh extinction.
//
- // 1. Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite, Sebastien Hillaire
+ // 1. Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite, Sebastien Hillaire
// (Physically-Based Shading in Theory and Practice, Siggraph 2016)
if (m_PostProcessingAttribs.bUseCustomSctrCoeffs)
@@ -2644,7 +2644,7 @@ void EpipolarLightScattering::ComputeScatteringCoefficients(IDeviceContext* pDev
{
// Add Ozone absorption coefficients from [2] to the total Rayleigh extinction coefficients
//
- // 2. A Scalable and Production Ready Sky and Atmosphere Rendering Technique, Sebastien Hillaire,
+ // 2. A Scalable and Production Ready Sky and Atmosphere Rendering Technique, Sebastien Hillaire,
// Eurographics Symposium on Rendering 2020
const float4 f4OzoneAbsorption = float4{0.650f, 1.881f, 0.085f, 0.f} * 1e-6f;