Data: fix various typos

Found via `codespell -q 3 -S "./Externals,./Data/Sys/wiitdb-??.txt,*.po,*.pot" -L andf,asnd,bootup,brocken,bufferin,clen,collet,datas,delt,diety,extint,fpr,inout,inport,interm,nd,nin,ontop,pixelx,re-use,re-used,sav,stateman,strat,transer,wil`
This commit is contained in:
Luz Paz
2025-03-10 08:34:04 -04:00
parent 1cc6b6c5d8
commit cf1541a511
14 changed files with 17 additions and 17 deletions

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@ -106,14 +106,14 @@ void main()
// scaling while also being able to use the luminance channel.
float4 ictcp_color = LinearRGBToICtCP(color);
// Scale the color in perceptual space depending on the percieved luminance.
// Scale the color in perceptual space depending on the perceived luminance.
//
// At low luminances, ~0.0, pow(AMPLIFICATION, ~0.0) ~= 1.0, so the
// color will appear to be unchanged. This is important as we don't want to
// over expose dark colors which would not have otherwise been seen.
//
// At high luminances, ~1.0, pow(AMPLIFICATION, ~1.0) ~= AMPLIFICATION,
// which is equivilant to scaling the color by AMPLIFICATION. This is
// which is equivalent to scaling the color by AMPLIFICATION. This is
// important as we want to get the most out of the display, and we want to
// get bright colors to hit their target brightness.
//

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@ -391,7 +391,7 @@ bool supportsSIMD(uint simd_width)
#endif
}
// "Error: The AsciiArt shader requires the missing GPU extention KHR_shader_subgroup."
// "Error: The AsciiArt shader requires the missing GPU extension KHR_shader_subgroup."
const uint missing_subgroup_warning_len = 82;
const uint missing_subgroup_warning[missing_subgroup_warning_len] = {
37, 82, 82, 79, 82, 26, 95, 52, 72, 69, 95, 33, 83, 67, 73, 73, 33, 82, 84, 95, 83,

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@ -353,7 +353,7 @@ void main()
// Doing linear sampling in "gamma space" on linear texture formats isn't correct.
// If the source and target resolutions don't match, the GPU will return a color
// that is the average of 4 gamma space colors, but gamma space colors can't be blended together,
// gamma neeeds to be de-applied first. This makes a big difference if colors change
// gamma needs to be de-applied first. This makes a big difference if colors change
// drastically between two pixels.
color = LinearGammaCorrectedSample(game_gamma);

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@ -40,7 +40,7 @@ void main()
/*****inline square root routines*****/
// bit of a performance bottleneck.
// neccessary to make the darkened area rounded
// necessary to make the darkened area rounded
// instead of rhombus-shaped.
float sqrt = x / 10.0;

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@ -50,7 +50,7 @@ void main()
//****inline square root routines*****/
// bit of a performance bottleneck.
// neccessary to make the darkened area rounded
// necessary to make the darkened area rounded
// instead of rhombus-shaped.
float sqrt = x / 10.0;
while ((sqrt*sqrt) < x)