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