message: fix typo causing textureGather to always be used
diff: @@ -26,7 +26,7 @@ float evaluateSSAO() {
  highp vec2 size = vec2(textureSize(light_ssao, 0));
  // Read four AO samples and their depths values
  -#if defined(TRGET_MOBILE)
  +#if defined(TARGET_MOBILE)
  // on mobile we can't use textureGather() because we're limited to ES3.0,
  // so we emulate it with texelFetch(), on Pixel 4 this doesn't seem to have any
  // significant impact on performance.
  