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[Impeller] Fix a misspelling and name mismatch in a shader test fixture #50983

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6 changes: 3 additions & 3 deletions impeller/fixtures/box_fade.frag
Original file line number Diff line number Diff line change
Expand Up @@ -9,16 +9,16 @@ uniform FrameInfo {
}
frame_info;

in vec2 interporlated_texture_coordinates;
in vec2 interpolated_texture_coordinates;

out vec4 frag_color;

uniform sampler2D contents1;
uniform sampler2D contents2;

void main() {
vec4 tex1 = texture(contents1, interporlated_texture_coordinates);
vec4 tex2 = texture(contents2, interporlated_texture_coordinates);
vec4 tex1 = texture(contents1, interpolated_texture_coordinates);
vec4 tex2 = texture(contents2, interpolated_texture_coordinates);
frag_color = mix(
tex1, tex2,
clamp(frame_info.cursor_position.x / frame_info.window_size.x, 0.0, 1.0));
Expand Down
4 changes: 2 additions & 2 deletions impeller/fixtures/box_fade.vert
Original file line number Diff line number Diff line change
Expand Up @@ -10,9 +10,9 @@ uniform_buffer;
in vec3 vertex_position;
in vec2 texture_coordinates;

out vec2 interporlated_texture_coordinates;
out vec2 interpolated_texture_coordinates;

void main() {
gl_Position = uniform_buffer.mvp * vec4(vertex_position, 1.0);
interporlated_texture_coordinates = texture_coordinates;
interpolated_texture_coordinates = texture_coordinates;
}
4 changes: 2 additions & 2 deletions impeller/fixtures/texture.frag
Original file line number Diff line number Diff line change
Expand Up @@ -2,12 +2,12 @@
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

in vec2 interporlated_texture_coordinates;
in vec2 interpolated_texture_coordinates;

out vec4 frag_color;

uniform sampler2D texture_contents;

void main() {
frag_color = texture(texture_contents, interporlated_texture_coordinates);
frag_color = texture(texture_contents, interpolated_texture_coordinates);
}