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Corrected Minor Typos in shaders
1 parent 316cccc commit 03c0cbc

21 files changed

+25
-25
lines changed

tutorial06_keyboard_and_mouse/TextureFragmentShader.fragmentshader

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -3,7 +3,7 @@
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// Interpolated values from the vertex shaders
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in vec2 UV;
55

6-
// Ouput data
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// Output data
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out vec3 color;
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// Values that stay constant for the whole mesh.

tutorial07_model_loading/TextureFragmentShader.fragmentshader

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -3,7 +3,7 @@
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// Interpolated values from the vertex shaders
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in vec2 UV;
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6-
// Ouput data
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// Output data
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out vec3 color;
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// Values that stay constant for the whole mesh.

tutorial08_basic_shading/StandardShading.fragmentshader

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -7,7 +7,7 @@ in vec3 Normal_cameraspace;
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in vec3 EyeDirection_cameraspace;
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in vec3 LightDirection_cameraspace;
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10-
// Ouput data
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// Output data
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out vec3 color;
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// Values that stay constant for the whole mesh.
@@ -18,7 +18,7 @@ uniform vec3 LightPosition_worldspace;
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void main(){
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// Light emission properties
21-
// You probably want to put them as uniforms
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// You'll probably want to put them as uniforms
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vec3 LightColor = vec3(1,1,1);
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float LightPower = 50.0f;
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tutorial09_vbo_indexing/StandardShading.fragmentshader

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -7,7 +7,7 @@ in vec3 Normal_cameraspace;
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in vec3 EyeDirection_cameraspace;
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in vec3 LightDirection_cameraspace;
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10-
// Ouput data
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// Output data
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out vec3 color;
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// Values that stay constant for the whole mesh.

tutorial10_transparency/StandardShading.vertexshader

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -31,7 +31,7 @@ void main(){
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vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz;
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EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace;
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34-
// Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity.
34+
// Vector that goes from the vertex to the light, in camera space. M is omitted because it's identity.
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vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz;
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LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace;
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tutorial11_2d_fonts/StandardShading.fragmentshader

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -7,7 +7,7 @@ in vec3 Normal_cameraspace;
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in vec3 EyeDirection_cameraspace;
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in vec3 LightDirection_cameraspace;
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10-
// Ouput data
10+
// Output data
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out vec3 color;
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// Values that stay constant for the whole mesh.

tutorial11_2d_fonts/TextVertexShader.fragmentshader

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -3,7 +3,7 @@
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// Interpolated values from the vertex shaders
44
in vec2 UV;
55

6-
// Ouput data
6+
// Output data
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out vec4 color;
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// Values that stay constant for the whole mesh.

tutorial12_extensions/StandardShading_WithSyntaxErrors.fragmentshader

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -10,7 +10,7 @@ in vec3 Normal_cameraspace;
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in vec3 EyeDirection_cameraspace;
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in vec3 LightDirection_cameraspace;
1212

13-
// Ouput data
13+
// Output data
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out vec3 color;
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// Values that stay constant for the whole mesh.

tutorial13_normal_mapping/NormalMapping.fragmentshader

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -9,7 +9,7 @@ in vec3 LightDirection_cameraspace;
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in vec3 LightDirection_tangentspace;
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in vec3 EyeDirection_tangentspace;
1111

12-
// Ouput data
12+
// Output data
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out vec3 color;
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// Values that stay constant for the whole mesh.

tutorial14_render_to_texture/StandardShadingRTT.fragmentshader

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -7,7 +7,7 @@ in vec3 Normal_cameraspace;
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in vec3 EyeDirection_cameraspace;
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in vec3 LightDirection_cameraspace;
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10-
// Ouput data
10+
// Output data
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layout(location = 0) out vec3 color;
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// Values that stay constant for the whole mesh.
@@ -37,7 +37,7 @@ void main(){
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// Cosine of the angle between the normal and the light direction,
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// clamped above 0
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// - light is at the vertical of the triangle -> 1
40-
// - light is perpendiular to the triangle -> 0
40+
// - light is perpendicular to the triangle -> 0
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// - light is behind the triangle -> 0
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float cosTheta = clamp( dot( n,l ), 0,1 );
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