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author | Rémi Verschelde <rverschelde@gmail.com> | 2022-11-02 22:36:31 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-11-02 22:36:31 +0100 |
commit | efefd9b198d09149e38423f4929207e2882f631e (patch) | |
tree | ee6022184aa833100ab357290114fe7f921e6299 /drivers/gles3 | |
parent | b509d1665283133902636d8d83b64a7a24b303b5 (diff) | |
parent | f7c611ab71d292d64a6d4db8db8e36aaf0e2330b (diff) |
Merge pull request #68120 from akien-mga/style-doc-cleanup
Style: Misc docs and comment style and language fixes
Diffstat (limited to 'drivers/gles3')
-rw-r--r-- | drivers/gles3/shader_gles3.h | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h index f5b4a8cb3c..3ab7642357 100644 --- a/drivers/gles3/shader_gles3.h +++ b/drivers/gles3/shader_gles3.h @@ -75,10 +75,10 @@ private: CharString general_defines; // A version is a high-level construct which is a combination of built-in and user-defined shader code, Each user-created Shader makes one version - // Variants use #ifdefs to toggle behaviour on and off to change behaviour of the shader + // Variants use #ifdefs to toggle behavior on and off to change behavior of the shader // All variants are compiled each time a new version is created - // Specializations use #ifdefs to toggle behaviour on and off for performance, on supporting hardware, they will compile a version with everything enabled, and then compile more copies to improve performance - // Use specializations to enable and disabled advanced features, use variants to toggle behaviour when different data may be used (e.g. using a samplerArray vs a sampler, or doing a depth prepass vs a color pass) + // Specializations use #ifdefs to toggle behavior on and off for performance, on supporting hardware, they will compile a version with everything enabled, and then compile more copies to improve performance + // Use specializations to enable and disabled advanced features, use variants to toggle behavior when different data may be used (e.g. using a samplerArray vs a sampler, or doing a depth prepass vs a color pass) struct Version { Vector<StringName> texture_uniforms; CharString uniforms; |