fix misspelled 'streching' -> stretching
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@ -223,7 +223,7 @@ void main()
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{
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vec2 tex = shaderParams.yz;
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// Unless we're streching chars it is okay to consider
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// Unless we're stretching chars it is okay to consider
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// one derivative for filtering
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float derivative = length( dFdx( tex ) ) * fontTextureWidth / 4;
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