// However, pow() is relatively slow in GLSL, so we approximate this
// part by a minimax polynomial, whose coefficients are precalculated
// in Maple. (It is very hard to accurately model the curve as a whole
- // using minimax polynomials; both Maple and Mathematically generally
+ // using minimax polynomials; both Maple and Mathematica generally
// just error out if you ask them to optimize over 0..1 with a higher-degree
// polynomial.)
//