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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
commitc3557978cf0184aaf75c27c309bc87e84fd6ab79 (patch)
treee7372839055ca3a7f2ad7b3aa7c895e428778533 /docs/user-guide/00-introduction.md
parent71f97268789164bd77614636536172ba657c6a57 (diff)
docs: Reduce typo count (#5671)
Co-authored-by: Ellie Hermaszewska <ellieh@nvidia.com>
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@@ -66,7 +66,7 @@ Who is this guide for?
----------------------
The content of this guide is written for real-time graphics programmers with a moderate or higher experience level.
-It assumes the reader has previously used a real-time shading langauge like HLSL, GLSL, or MetalSL together with an API like Direct3D 11/12, Vulkan, or Metal.
+It assumes the reader has previously used a real-time shading language like HLSL, GLSL, or MetalSL together with an API like Direct3D 11/12, Vulkan, or Metal.
We also assume that the reader is familiar enough with C/C++ to understand code examples and API signatures in those languages.
If you are new to programming entirely, this guide is unlikely to be helpful.