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authorcheneym2 <acheney@nvidia.com>2024-10-23 23:34:49 -0400
committerGitHub <noreply@github.com>2024-10-24 11:34:49 +0800
commitfb50c032959d0f21579e8a6e1a0ab7141c7fbb97 (patch)
tree5fabb7e3ca848c3f87bb6d23031a859d170f46c8 /docs/design/interfaces.md
parenta0bea07503c68160ad2e88986ba98cfc2161bdff (diff)
Fix a few documentation typos (#5396)
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@@ -38,7 +38,7 @@ Depending on the scenario, we might be able to generate statically specialized c
// ...
}
-Current shading langauges support neither higher-order functions nor templates/generics, so neither of these options is viable.
+Current shading languages support neither higher-order functions nor templates/generics, so neither of these options is viable.
Instead practicioners typically use preprocessor techniques to either stich together the final code, or to substitute in different function/type definitions to make a definition like `integrateLighting` reusable.
These ad hoc approaches actually work well in practice; we aren't proposing to replace them *just* to make code abstractly "cleaner."