diff --git a/tutorials/shaders/shader_reference/shading_language.rst b/tutorials/shaders/shader_reference/shading_language.rst index 57d776ccf..23b3d036e 100644 --- a/tutorials/shaders/shader_reference/shading_language.rst +++ b/tutorials/shaders/shader_reference/shading_language.rst @@ -102,7 +102,8 @@ Most GLSL ES 3.0 datatypes are supported: Comments ~~~~~~~~ -The shading language supports the same comment syntax as used in C# and C++: +The shading language supports the same comment syntax as used in C# and C++, +using ``//`` for single-line comments and ``/* */`` for multi-line comments: .. code-block:: glsl @@ -1121,7 +1122,9 @@ When using per-instance uniforms, there are some restrictions you should be awar Setting uniforms from code ~~~~~~~~~~~~~~~~~~~~~~~~~~ -You can set uniforms from GDScript: +You can set uniforms from GDScript using the +:ref:`set_shader_parameter() ` +method: .. code-block:: gdscript @@ -1129,7 +1132,7 @@ You can set uniforms from GDScript: material.set_shader_parameter("colors", [Vector3(1, 0, 0), Vector3(0, 1, 0), Vector3(0, 0, 1)]) -.. note:: The first argument to ``set_shader_parameter`` is the name of the uniform +.. note:: The first argument to ``set_shader_parameter()`` is the name of the uniform in the shader. It must match *exactly* to the name of the uniform in the shader or else it will not be recognized. @@ -1222,13 +1225,12 @@ table of the corresponding types: | **samplerExternalOES** | **ExternalTexture** | Only supported in Compatibility/Android platform. | +------------------------+-------------------------+------------------------------------------------------------+ -.. note:: Be careful when setting shader uniforms from GDScript, no error will - be thrown if the type does not match. Your shader will just exhibit - undefined behavior. - -.. warning:: - As with the last note, no error will be thrown if the typing does not match while setting a shader uniform, this unintuitively includes setting a (GDscript) 64 bit int/float into a Godot shader language int/float (32 bit). This may lead to unintentional consequences in cases where high precision is required. - +.. note:: Be careful when setting shader uniforms from GDScript, since no error + will be thrown if the type does not match. Your shader will just exhibit + undefined behavior. Specifically, this includes setting a GDScript + int/float (64 bit) into a Godot shader language int/float (32 bit). + This may lead to unintended consequences in cases where high + precision is required. Uniform limits ~~~~~~~~~~~~~~