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-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/shader_rd.h7
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl4
6 files changed, 7 insertions, 12 deletions
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index 4a19519995..4ab50782df 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -446,7 +446,7 @@ void EffectsRD::set_color(RID p_dest_texture, const Color &p_color, const Rect2i
}
void EffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst) {
- ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the compute version of the gaussian blur with the mobile renderer.");
+ ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian blur with the mobile renderer.");
memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index af025dc7bc..eafb4e0182 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -2612,7 +2612,7 @@ void RendererStorageRD::MaterialData::update_uniform_buffer(const Map<StringName
}
if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
- continue; //instance uniforms don't appear in the bufferr
+ continue; //instance uniforms don't appear in the buffer
}
if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
diff --git a/servers/rendering/renderer_rd/shader_rd.h b/servers/rendering/renderer_rd/shader_rd.h
index 06f78ab193..8e57f0d9af 100644
--- a/servers/rendering/renderer_rd/shader_rd.h
+++ b/servers/rendering/renderer_rd/shader_rd.h
@@ -40,11 +40,6 @@
#include "core/variant/variant.h"
#include "servers/rendering_server.h"
-#include <stdio.h>
-/**
- @author Juan Linietsky <reduzio@gmail.com>
-*/
-
class ShaderRD {
//versions
CharString general_defines;
@@ -173,4 +168,4 @@ public:
virtual ~ShaderRD();
};
-#endif
+#endif // SHADER_RD_H
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 608b76b108..97f7e0a6e6 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -575,7 +575,7 @@ void main() {
uint instance_index = instance_index_interp;
- //lay out everything, whathever is unused is optimized away anyway
+ //lay out everything, whatever is unused is optimized away anyway
vec3 vertex = vertex_interp;
vec3 view = -normalize(vertex_interp);
vec3 albedo = vec3(1.0);
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index 9e3732fd2b..4d6a3b5864 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -581,7 +581,7 @@ void main() {
discard;
#endif
- //lay out everything, whathever is unused is optimized away anyway
+ //lay out everything, whatever is unused is optimized away anyway
vec3 vertex = vertex_interp;
vec3 view = -normalize(vertex_interp);
vec3 albedo = vec3(1.0);
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
index 4d9fa85a74..f6ec249b5e 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
@@ -102,7 +102,7 @@ dispatch_data;
struct ProcessVoxel {
uint position; // xyz 7 bit packed, extra 11 bits for neighbors.
- uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
+ uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbours
uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
//total neighbours: 26
@@ -135,7 +135,7 @@ dispatch_data;
struct ProcessVoxel {
uint position; // xyz 7 bit packed, extra 11 bits for neighbors.
- uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
+ uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbours
uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
//total neighbours: 26