Various grammar and spelling fixes

This commit is contained in:
A Thousand Ships
2025-06-23 16:37:26 +02:00
parent b2de954be7
commit 92cd36b50e
49 changed files with 84 additions and 84 deletions
@@ -148,7 +148,7 @@ to a non-zero value, the code block is included, otherwise it is skipped.
To evaluate correctly, the condition must be an expression giving a simple
floating-point, integer or boolean result. There may be multiple condition
blocks connected by ``&&`` (AND) or ``||`` (OR) operators. It may be continued
by a ``#else`` block, but **must** be ended with the ``#endif`` directive.
by an ``#else`` block, but **must** be ended with the ``#endif`` directive.
.. code-block:: glsl
@@ -163,7 +163,7 @@ by a ``#else`` block, but **must** be ended with the ``#endif`` directive.
Using the ``defined()`` *preprocessor function*, you can check whether the
passed identifier is defined a by ``#define`` placed above that directive. This
is useful for creating multiple shader versions in the same file. It may be
continued by a ``#else`` block, but must be ended with the ``#endif`` directive.
continued by an ``#else`` block, but must be ended with the ``#endif`` directive.
The ``defined()`` function's result can be negated by using the ``!`` (boolean NOT)
symbol in front of it. This can be used to check whether a define is *not* set.
@@ -273,7 +273,7 @@ Like with ``#if``, the ``defined()`` preprocessor function can be used:
This is a shorthand for ``#if defined(...)``. Checks whether the passed
identifier is defined by ``#define`` placed above that directive. This is useful
for creating multiple shader versions in the same file. It may be continued by a
for creating multiple shader versions in the same file. It may be continued by an
``#else`` block, but must be ended with the ``#endif`` directive.
.. code-block:: glsl
+2 -2
View File
@@ -239,9 +239,9 @@ only available for shaders that are in ``Particles`` mode.
Keep in mind that not all 3D objects are mesh files. a glTF file can't be dragged
and dropped into the graph. However, you can create an inherited scene from it,
save the mesh in that scene as it's own file, and use that.
save the mesh in that scene as its own file, and use that.
.. image:: img/vs_meshemitter.webp
You can also drag and drop obj files into the graph editor to add the node
for that specific mesh, other mesh files will not work for this.
for that specific mesh, other mesh files will not work for this.