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Fix various typos not caught by codespell
Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
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@@ -95,7 +95,7 @@ void VRS::create_vrs_texture(const int p_base_width, const int p_base_height, co
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// TODO find a way to skip this if VRS is not supported, but we don't have access to VulkanContext here, even though we're in vulkan.. hmmm
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// TODO we should find some way to store this properly, we're assuming 16x16 as this seems to be the standard but in our vrs_capacities we
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// obtain a minimum and maximum size, and we should choose something within this range and then make sure that is consistantly set when creating
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// obtain a minimum and maximum size, and we should choose something within this range and then make sure that is consistently set when creating
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// our frame buffer. Also it is important that we make the resulting size we calculate down below available to the end user so they know the size
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// of the VRS buffer to supply.
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Size2i texel_size = Size2i(16, 16);
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@@ -3710,7 +3710,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
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// Now compute the contents of our buffers.
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true);
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// Render each eye seperately.
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// Render each eye separately.
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// We need to look into whether we can make our compute shader use Multiview but not sure that works or makes a difference..
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// setup our push constant
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@@ -659,7 +659,7 @@ void main() {
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if (sc_use_vrs) {
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ivec2 vrs_pos;
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// Currenty we use a 16x16 texel, possibly some day make this configurable.
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// Currently we use a 16x16 texel, possibly some day make this configurable.
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if (sc_half_res) {
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vrs_pos = pos >> 3;
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} else {
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@@ -189,7 +189,7 @@ vec3 sample_catmull_rom_9(sampler2D stex, vec2 uv, vec2 resolution) {
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// Source: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
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// License: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
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// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
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// We're going to sample a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
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// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
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// location [1, 1] in the grid, where [0, 0] is the top left corner.
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vec2 sample_pos = uv * resolution;
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