SDL_shader_tools: README-SDL_gpu.md: Fixed typo.

From 7bc07041c07fc00fa16811203d6cfff6cac6e91a Mon Sep 17 00:00:00 2001
From: "Ryan C. Gordon" <[EMAIL REDACTED]>
Date: Sat, 24 Dec 2022 03:03:51 -0500
Subject: [PATCH] README-SDL_gpu.md: Fixed typo.

---
 docs/README-SDL_gpu.md | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/docs/README-SDL_gpu.md b/docs/README-SDL_gpu.md
index 6b93bd7..0bc85a5 100644
--- a/docs/README-SDL_gpu.md
+++ b/docs/README-SDL_gpu.md
@@ -85,7 +85,7 @@ massive like LLVM.
 
 By writing the compiler ourselves for a simple language, we could guarantee it'll
 be small, run fast, offer thread safety (so you can distribute compiles across CPU
-cores), accept a custom allocator, and be easily to embed in offline tools and also
+cores), accept a custom allocator, and be easily embedded in offline tools and also
 in games that want to compile shaders on-the-fly.
 
 Tools are readily available that will translate shader source from one language to