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authorluz paz <luzpaz@users.noreply.github.com>2021-03-18 00:35:24 +0000
committerluz paz <luzpaz@users.noreply.github.com>2021-03-18 00:35:24 +0000
commit2a1cb3a181ca21918916595dc29b82687a820a0d (patch)
tree44a64150b0fce014938313a03c94024877cd5547 /PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp
parentUpdated readme (diff)
downloadDiligentFX-2a1cb3a181ca21918916595dc29b82687a820a0d.tar.gz
DiligentFX-2a1cb3a181ca21918916595dc29b82687a820a0d.zip
Fix misc. typos
Found via `codespell -q 3`
Diffstat (limited to 'PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp')
-rw-r--r--PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp b/PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp
index dec02cd..2de9fd2 100644
--- a/PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp
+++ b/PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp
@@ -58,7 +58,7 @@ static const DepthStencilStateDesc DSS_CmpEqNoWrites
// Pixel shader discards pixels that should not be further processed, thus keeping the
// stencil value untouched.
// For instance, pixel shader performing epipolar coordinates generation discards all
-// sampes, whoose coordinates are outside the screen [-1,1]x[-1,1] area.
+// sampes, whose coordinates are outside the screen [-1,1]x[-1,1] area.
static const DepthStencilStateDesc DSS_IncStencilAlways
{
False, // DepthEnable
@@ -86,7 +86,7 @@ static const DepthStencilStateDesc DSS_IncStencilAlways
// Disable depth testing, stencil testing function equal, increment stencil.
// This state is used to process only those pixels that were marked at the previous pass.
-// All pixels whith different stencil value are discarded from further processing as well
+// All pixels with different stencil value are discarded from further processing as well
// as some pixels can also be discarded during the draw call.
// For instance, pixel shader marking ray marching samples processes only those pixels which are inside
// the screen. It also discards all but those samples that are interpolated from themselves.
@@ -903,7 +903,7 @@ void EpipolarLightScattering::CreateLowResLuminanceTexture(IRenderDevice* pDevic
auto* tex2DAverageLuminanceSRV = tex2DAverageLuminance->GetDefaultView(TEXTURE_VIEW_SHADER_RESOURCE);
m_ptex2DAverageLuminanceRTV = tex2DAverageLuminance->GetDefaultView(TEXTURE_VIEW_RENDER_TARGET);
tex2DAverageLuminanceSRV->SetSampler(m_pLinearClampSampler);
- // Set intial luminance to 1
+ // Set initial luminance to 1
ITextureView* pRTVs[] = {m_ptex2DAverageLuminanceRTV};
pDeviceCtx->SetRenderTargets(1, pRTVs, nullptr, RESOURCE_STATE_TRANSITION_MODE_TRANSITION);
pDeviceCtx->ClearRenderTarget(m_ptex2DAverageLuminanceRTV, TexDesc.ClearValue.Color, RESOURCE_STATE_TRANSITION_MODE_TRANSITION);
@@ -1748,7 +1748,7 @@ void EpipolarLightScattering::UnwarpEpipolarScattering(bool bRenderLuminance)
UnwarpAndRenderLuminanceTech.SRBDependencyFlags = SRBDependencies;
}
- // Unwarp inscattering image and apply it to attenuated backgorund
+ // Unwarp inscattering image and apply it to attenuated background
if (bRenderLuminance)
{
UnwarpAndRenderLuminanceTech.PrepareSRB(m_FrameAttribs.pDevice, m_pResMapping, BIND_SHADER_RESOURCES_KEEP_EXISTING);