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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-07-21 14:10:01 +0200
committerGitHub <noreply@github.com>2022-07-21 14:10:01 +0200
commit35d7b94a54e3a5b6ecc1dda5f0811490a37f735a (patch)
tree63a18ada6c823ca5deb9eb31f0370cb1afddd0f5 /servers/rendering/renderer_rd/environment/gi.cpp
parent554be0c88e5ebee320e28743f143003ad60cca24 (diff)
parent38aaaa3cf94e7f6043f6371254d0b4d8a08e7be9 (diff)
Merge pull request #63281 from luzpaz/typos
Diffstat (limited to 'servers/rendering/renderer_rd/environment/gi.cpp')
-rw-r--r--servers/rendering/renderer_rd/environment/gi.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp
index 3275aea13c..6361b9b18f 100644
--- a/servers/rendering/renderer_rd/environment/gi.cpp
+++ b/servers/rendering/renderer_rd/environment/gi.cpp
@@ -3710,7 +3710,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
// Now compute the contents of our buffers.
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true);
- // Render each eye seperately.
+ // Render each eye separately.
// We need to look into whether we can make our compute shader use Multiview but not sure that works or makes a difference..
// setup our push constant