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authorRémi Verschelde <rverschelde@gmail.com>2022-11-02 22:36:31 +0100
committerRémi Verschelde <rverschelde@gmail.com>2022-11-02 22:36:31 +0100
commitefefd9b198d09149e38423f4929207e2882f631e (patch)
treeee6022184aa833100ab357290114fe7f921e6299 /drivers/gles3
parentb509d1665283133902636d8d83b64a7a24b303b5 (diff)
parentf7c611ab71d292d64a6d4db8db8e36aaf0e2330b (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.h6
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;