diff --git a/assets/shaders/stochastic_sampling.wgsl b/assets/shaders/stochastic_sampling.wgsl index 9a2c4440d2..188372abe0 100644 --- a/assets/shaders/stochastic_sampling.wgsl +++ b/assets/shaders/stochastic_sampling.wgsl @@ -68,7 +68,7 @@ fn stochastic_sampling(uv: vec2, dx: vec2, dy: vec2, s: f32) -> v let offa = sin(vec2(3.0,7.0)*(i+0.0)); // can replace with any other hash let offb = sin(vec2(3.0,7.0)*(i+1.0)); // can replace with any other hash - // sample the two closest virtual pattersn + // sample the two closest virtual patterns let cola = textureSampleGrad(texture, texture_sampler, uv + s * offa, dx, dy); let colb = textureSampleGrad(texture, texture_sampler, uv + s * offb, dx, dy); diff --git a/examples/shader/stochastic_sampling.rs b/examples/shader/stochastic_sampling.rs index 475fdbdb95..15f665bd9c 100644 --- a/examples/shader/stochastic_sampling.rs +++ b/examples/shader/stochastic_sampling.rs @@ -3,8 +3,8 @@ use bevy::image::{ImageAddressMode, ImageSamplerDescriptor}; use bevy::prelude::*; use bevy::sprite::{Material2d, Material2dPlugin}; -use bevy_render::mesh::VertexAttributeValues; -use bevy_render::render_resource::{AsBindGroup, ShaderRef}; +use bevy::render::mesh::VertexAttributeValues; +use bevy::render::render_resource::{AsBindGroup, ShaderRef}; fn main() { App::new()