@@ -134,7 +134,7 @@ struct SymbolPaintProperties {
134134struct PropertyType {
135135 // / Whether the property is data-driven and has value in data-driven block or constant uniform.
136136 bool isDataDriven;
137- // / Whether the property is zoom-dependent and has two values that need to be interpolated between zooms.
137+ // / Whether the property is zoom-dependent and has two values that need to be interpolated between zooms.
138138 bool isZoomDependent;
139139 // / Local offset within the data-driven block (in dwords).
140140 // /
@@ -383,15 +383,15 @@ void main() {
383383
384384 float a_size_min = floor (a_size[0 ] * 0.5 );
385385 float a_size_max = floor (a_size[1 ] * 0.5 );
386- float a_apperance = a_size[1 ] - 2.0 * a_size_max;
386+ float a_appearance = a_size[1 ] - 2.0 * a_size_max;
387387 vec2 a_pxoffset = a_pixeloffset.xy;
388388 vec2 a_min_font_scale = a_pixeloffset.zw / 256.0 ;
389389
390390 highp float segment_angle = - a_projected_pos[3 ];
391391 float size;
392392
393393 // When rendering appearances, we use a_size_max to store the size
394- if (a_apperance == USING_APPEARANCE) {
394+ if (a_appearance == USING_APPEARANCE) {
395395 size = a_size_max / 128.0 ;
396396 } else if (! u_is_size_zoom_constant && ! u_is_size_feature_constant) {
397397 size = mix (a_size_min, a_size_max, u_size_t) / 128.0 ;
@@ -511,8 +511,8 @@ void main() {
511511
512512#ifdef DEPTH_OCCLUSION
513513 float depth_occlusion = occlusionFadeMultiSample(projected_point);
514- float depth_occlusion_multplier = mix (occlusion_opacity, 1.0 , depth_occlusion);
515- out_fade_opacity *= depth_occlusion_multplier ;
514+ float depth_occlusion_multiplier = mix (occlusion_opacity, 1.0 , depth_occlusion);
515+ out_fade_opacity *= depth_occlusion_multiplier ;
516516#endif
517517
518518#ifdef OCCLUSION_QUERIES
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