diff --git a/source/blender/draw/engines/basic/shaders/basic_depth_vert_conservative_no_geom.glsl b/source/blender/draw/engines/basic/shaders/basic_depth_vert_conservative_no_geom.glsl index 5eb83a4d6f0..e5523cfe0bd 100644 --- a/source/blender/draw/engines/basic/shaders/basic_depth_vert_conservative_no_geom.glsl +++ b/source/blender/draw/engines/basic/shaders/basic_depth_vert_conservative_no_geom.glsl @@ -39,7 +39,7 @@ void main() /* Geometry Shader equivalent calculation * In this no_geom mode using SSBO vertex fetch, rather than emitting 3 vertices, the vertex - * shader is innovated 3 times, and output is determined based on vertex ID within a triangle + * shader is invocated 3 times, and output is determined based on vertex ID within a triangle * 0..2. */ vec3 plane = normalize(cross(pos[1] - pos[0], pos[2] - pos[0])); /* Compute NDC bound box. */ diff --git a/tools/check_source/check_spelling_c_config.py b/tools/check_source/check_spelling_c_config.py index a1847db6393..50d260aa8fa 100644 --- a/tools/check_source/check_spelling_c_config.py +++ b/tools/check_source/check_spelling_c_config.py @@ -164,6 +164,7 @@ dict_custom = { "invariant", "invariants", "invisibilities", + "invocated", "irradiance", "iteratively", "jitteryness",