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authorBruce Mitchener <bruce.mitchener@gmail.com>2024-11-29 14:02:19 +0700
committerGitHub <noreply@github.com>2024-11-29 15:02:19 +0800
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treee7372839055ca3a7f2ad7b3aa7c895e428778533 /docs/faq.md
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docs: Reduce typo count (#5671)
Co-authored-by: Ellie Hermaszewska <ellieh@nvidia.com>
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@@ -34,7 +34,7 @@ The implementation of Slang has so far focused heavily on the needs of Falcor.
### Won't we all just be using C/C++ for shaders soon?
-The great thing about both Vulkan and D3D12 moving to publicly-documented binary intermediate langugaes (SPIR-V and DXIL, respectively) is that there is plenty of room for language innovation on top of these interfaces.
+The great thing about both Vulkan and D3D12 moving to publicly-documented binary intermediate languages (SPIR-V and DXIL, respectively) is that there is plenty of room for language innovation on top of these interfaces.
Having support for writing GPU shaders in a reasonably-complete C/C++ language would be great.
We are supportive of efforts in the "C++ for shaders" direction.