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-rw-r--r--servers/rendering/renderer_rd/environment/gi.cpp2
-rw-r--r--servers/rendering/renderer_rd/environment/gi.h2
2 files changed, 2 insertions, 2 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
diff --git a/servers/rendering/renderer_rd/environment/gi.h b/servers/rendering/renderer_rd/environment/gi.h
index ac41ad20e1..e90e01196d 100644
--- a/servers/rendering/renderer_rd/environment/gi.h
+++ b/servers/rendering/renderer_rd/environment/gi.h
@@ -756,7 +756,7 @@ public:
SHADER_SPECIALIZATION_HALF_RES = 1 << 0,
SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX = 1 << 1,
SHADER_SPECIALIZATION_USE_VRS = 1 << 2,
- SHADER_SPECIALIZATION_VARIATIONS = 0x07,
+ SHADER_SPECIALIZATION_VARIATIONS = 8,
};
RID default_voxel_gi_buffer;