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Fix various typos with codespell
Also includes typo fixes from #79993, #80068, #80276, and #80303. Co-authored-by: betalars <contact@betalars.de> Co-authored-by: spaceyjase <429978+spaceyjase@users.noreply.github.com> Co-authored-by: Swarkin <102416174+Swarkin@users.noreply.github.com> Co-authored-by: Raul Santos <raulsntos@gmail.com>
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@@ -368,7 +368,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
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buffers.base_texture = rb->get_internal_texture(i);
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buffers.depth_texture = rb->get_depth_texture(i);
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// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
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// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum.
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float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
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float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
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bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
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@@ -391,7 +391,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
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buffers.depth_texture = rb->get_depth_texture(i);
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buffers.base_fb = FramebufferCacheRD::get_singleton()->get_cache(buffers.base_texture); // TODO move this into bokeh_dof_raster, we can do this internally
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// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
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// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum.
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float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
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float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
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bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
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@@ -697,7 +697,7 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(const RenderDataRD *p_ren
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copy_effects->copy_to_fb_rect(shadow_atlas_texture, dest_fb, Rect2i(Vector2(), size), false, true);
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// Visualise our view frustum to show coverage.
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// Visualize our view frustum to show coverage.
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for (int i = 0; i < p_render_data->render_shadow_count; i++) {
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RID light = p_render_data->render_shadows[i].light;
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RID base = light_storage->light_instance_get_base_light(light);
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