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author | luz paz <luzpaz@users.noreply.github.com> | 2021-07-25 07:18:25 -0400 |
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committer | luz paz <luzpaz@users.noreply.github.com> | 2021-07-25 07:18:25 -0400 |
commit | 5cf3bed0c85e1f0e00fecc67304d53d6197f1ba7 (patch) | |
tree | c667c57c59eb8c2791ba9c1084b2fe2ad555f4d0 /servers | |
parent | 738205d923647ea175e6d7684d26d505c9446547 (diff) |
Fix various typos
Follow-up typos found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
Diffstat (limited to 'servers')
3 files changed, 4 insertions, 4 deletions
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp index 6d1c408a32..5f6d9465c7 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -160,12 +160,12 @@ bool RenderForwardMobile::free(RID p_rid) { /* Render functions */ RD::DataFormat RenderForwardMobile::_render_buffers_get_color_format() { - // Using 32bit buffers enables AFBC on mobile devices which should have a definate performance improvement (MALI G710 and newer support this on 64bit RTs) + // Using 32bit buffers enables AFBC on mobile devices which should have a definite performance improvement (MALI G710 and newer support this on 64bit RTs) return RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32; } bool RenderForwardMobile::_render_buffers_can_be_storage() { - // Using 32bit buffers enables AFBC on mobile devices which should have a definate performance improvement (MALI G710 and newer support this on 64bit RTs) + // Using 32bit buffers enables AFBC on mobile devices which should have a definite performance improvement (MALI G710 and newer support this on 64bit RTs) // Doesn't support storage return false; } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index ef1c9bacfb..b3a349c948 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -1214,7 +1214,7 @@ void main() { specular_light *= specular * metallic * albedo * 2.0; #else - // scales the specular reflections, needs to be be computed before lighting happens, + // scales the specular reflections, needs to be computed before lighting happens, // but after environment, GI, and reflection probes are added // Environment brdf approximation (Lazarov 2013) // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index 7e72ece5dc..70900a847c 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -981,7 +981,7 @@ void main() { specular_light *= specular * metallic * albedo * 2.0; #else - // scales the specular reflections, needs to be be computed before lighting happens, + // scales the specular reflections, needs to be computed before lighting happens, // but after environment, GI, and reflection probes are added // Environment brdf approximation (Lazarov 2013) // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile |