Fixed a ton of typos
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@@ -97,7 +97,7 @@ public:
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/// <summary>
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/// Gets the vertex shader.
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/// </summary>
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/// <param name="name">Thr shader program name.</param>
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/// <param name="name">The shader program name.</param>
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/// <param name="permutationIndex">The shader permutation index.</param>
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/// <returns>The shader object.</returns>
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API_FUNCTION() FORCE_INLINE GPUShaderProgramVS* GetVS(const StringAnsiView& name, int32 permutationIndex = 0) const
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@@ -108,7 +108,7 @@ public:
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/// <summary>
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/// Gets the hull shader.
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/// </summary>
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/// <param name="name">Thr shader program name.</param>
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/// <param name="name">The shader program name.</param>
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/// <param name="permutationIndex">The shader permutation index.</param>
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/// <returns>The shader object.</returns>
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API_FUNCTION() FORCE_INLINE GPUShaderProgramHS* GetHS(const StringAnsiView& name, int32 permutationIndex = 0) const
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@@ -119,7 +119,7 @@ public:
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/// <summary>
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/// Gets domain shader.
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/// </summary>
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/// <param name="name">Thr shader program name.</param>
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/// <param name="name">The shader program name.</param>
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/// <param name="permutationIndex">The shader permutation index.</param>
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/// <returns>The shader object.</returns>
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API_FUNCTION() FORCE_INLINE GPUShaderProgramDS* GetDS(const StringAnsiView& name, int32 permutationIndex = 0) const
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@@ -130,7 +130,7 @@ public:
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/// <summary>
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/// Gets the geometry shader.
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/// </summary>
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/// <param name="name">Thr shader program name.</param>
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/// <param name="name">The shader program name.</param>
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/// <param name="permutationIndex">The shader permutation index.</param>
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/// <returns>The shader object.</returns>
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API_FUNCTION() FORCE_INLINE GPUShaderProgramGS* GetGS(const StringAnsiView& name, int32 permutationIndex = 0) const
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@@ -141,7 +141,7 @@ public:
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/// <summary>
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/// Gets the pixel shader.
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/// </summary>
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/// <param name="name">Thr shader program name.</param>
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/// <param name="name">The shader program name.</param>
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/// <param name="permutationIndex">The shader permutation index.</param>
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/// <returns>The shader object.</returns>
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API_FUNCTION() FORCE_INLINE GPUShaderProgramPS* GetPS(const StringAnsiView& name, int32 permutationIndex = 0) const
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@@ -152,7 +152,7 @@ public:
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/// <summary>
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/// Gets the compute shader.
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/// </summary>
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/// <param name="name">Thr shader program name.</param>
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/// <param name="name">The shader program name.</param>
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/// <param name="permutationIndex">The shader permutation index.</param>
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/// <returns>The shader object.</returns>
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API_FUNCTION() FORCE_INLINE GPUShaderProgramCS* GetCS(const StringAnsiView& name, int32 permutationIndex = 0) const
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@@ -176,7 +176,7 @@ public:
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/// <summary>
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/// Determines whether the specified shader program is in the shader.
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/// </summary>
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/// <param name="name">Thr shader program name.</param>
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/// <param name="name">The shader program name.</param>
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/// <param name="permutationIndex">The shader permutation index.</param>
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/// <returns><c>true</c> if the shader is valid; otherwise, <c>false</c>.</returns>
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FORCE_INLINE bool HasShader(const StringAnsiView& name, int32 permutationIndex = 0) const
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