message: Fixing typo in edge shader
diff: @@ -37,7 +37,7 @@ void main() {
  // For the fragment shader though, we need a thickness that takes the "magic"
  // correction ratio into account (as in webGLThickness), but so that the
  - // antialiasint effect does not depend on the zoom level. So here's yet
  + // antialiasing effect does not depend on the zoom level. So here's yet
  // another thickness version:
  v_thickness = webGLThickness / u_sqrtZoomRatio;
  