diff --git a/tutorial06_keyboard_and_mouse/TextureFragmentShader.fragmentshader b/tutorial06_keyboard_and_mouse/TextureFragmentShader.fragmentshader index fb4e79dee..cab4c3a53 100644 --- a/tutorial06_keyboard_and_mouse/TextureFragmentShader.fragmentshader +++ b/tutorial06_keyboard_and_mouse/TextureFragmentShader.fragmentshader @@ -3,7 +3,7 @@ // Interpolated values from the vertex shaders in vec2 UV; -// Ouput data +// Output data out vec3 color; // Values that stay constant for the whole mesh. diff --git a/tutorial07_model_loading/TextureFragmentShader.fragmentshader b/tutorial07_model_loading/TextureFragmentShader.fragmentshader index fb4e79dee..cab4c3a53 100644 --- a/tutorial07_model_loading/TextureFragmentShader.fragmentshader +++ b/tutorial07_model_loading/TextureFragmentShader.fragmentshader @@ -3,7 +3,7 @@ // Interpolated values from the vertex shaders in vec2 UV; -// Ouput data +// Output data out vec3 color; // Values that stay constant for the whole mesh. diff --git a/tutorial08_basic_shading/StandardShading.fragmentshader b/tutorial08_basic_shading/StandardShading.fragmentshader index 8cf102c1f..d66dc65a8 100644 --- a/tutorial08_basic_shading/StandardShading.fragmentshader +++ b/tutorial08_basic_shading/StandardShading.fragmentshader @@ -7,7 +7,7 @@ in vec3 Normal_cameraspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; -// Ouput data +// Output data out vec3 color; // Values that stay constant for the whole mesh. @@ -18,7 +18,7 @@ uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties - // You probably want to put them as uniforms + // You'll probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 50.0f; diff --git a/tutorial09_vbo_indexing/StandardShading.fragmentshader b/tutorial09_vbo_indexing/StandardShading.fragmentshader index 8cf102c1f..adfd37bac 100644 --- a/tutorial09_vbo_indexing/StandardShading.fragmentshader +++ b/tutorial09_vbo_indexing/StandardShading.fragmentshader @@ -7,7 +7,7 @@ in vec3 Normal_cameraspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; -// Ouput data +// Output data out vec3 color; // Values that stay constant for the whole mesh. diff --git a/tutorial10_transparency/StandardShading.vertexshader b/tutorial10_transparency/StandardShading.vertexshader index 956987326..1bba44a18 100644 --- a/tutorial10_transparency/StandardShading.vertexshader +++ b/tutorial10_transparency/StandardShading.vertexshader @@ -31,7 +31,7 @@ void main(){ vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; - // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. + // Vector that goes from the vertex to the light, in camera space. M is omitted because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; diff --git a/tutorial11_2d_fonts/StandardShading.fragmentshader b/tutorial11_2d_fonts/StandardShading.fragmentshader index 8cf102c1f..adfd37bac 100644 --- a/tutorial11_2d_fonts/StandardShading.fragmentshader +++ b/tutorial11_2d_fonts/StandardShading.fragmentshader @@ -7,7 +7,7 @@ in vec3 Normal_cameraspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; -// Ouput data +// Output data out vec3 color; // Values that stay constant for the whole mesh. diff --git a/tutorial11_2d_fonts/TextVertexShader.fragmentshader b/tutorial11_2d_fonts/TextVertexShader.fragmentshader index 8e1fc74b4..0c94f394a 100644 --- a/tutorial11_2d_fonts/TextVertexShader.fragmentshader +++ b/tutorial11_2d_fonts/TextVertexShader.fragmentshader @@ -3,7 +3,7 @@ // Interpolated values from the vertex shaders in vec2 UV; -// Ouput data +// Output data out vec4 color; // Values that stay constant for the whole mesh. diff --git a/tutorial12_extensions/StandardShading_WithSyntaxErrors.fragmentshader b/tutorial12_extensions/StandardShading_WithSyntaxErrors.fragmentshader index ccfe9b0ee..8c532bb1d 100644 --- a/tutorial12_extensions/StandardShading_WithSyntaxErrors.fragmentshader +++ b/tutorial12_extensions/StandardShading_WithSyntaxErrors.fragmentshader @@ -10,7 +10,7 @@ in vec3 Normal_cameraspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; -// Ouput data +// Output data out vec3 color; // Values that stay constant for the whole mesh. diff --git a/tutorial13_normal_mapping/NormalMapping.fragmentshader b/tutorial13_normal_mapping/NormalMapping.fragmentshader index 6240618a5..146716f41 100644 --- a/tutorial13_normal_mapping/NormalMapping.fragmentshader +++ b/tutorial13_normal_mapping/NormalMapping.fragmentshader @@ -9,7 +9,7 @@ in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; -// Ouput data +// Output data out vec3 color; // Values that stay constant for the whole mesh. diff --git a/tutorial14_render_to_texture/StandardShadingRTT.fragmentshader b/tutorial14_render_to_texture/StandardShadingRTT.fragmentshader index 267c45ae7..5cda282b7 100644 --- a/tutorial14_render_to_texture/StandardShadingRTT.fragmentshader +++ b/tutorial14_render_to_texture/StandardShadingRTT.fragmentshader @@ -7,7 +7,7 @@ in vec3 Normal_cameraspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; -// Ouput data +// Output data layout(location = 0) out vec3 color; // Values that stay constant for the whole mesh. @@ -37,7 +37,7 @@ void main(){ // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 - // - light is perpendiular to the triangle -> 0 + // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); diff --git a/tutorial15_lightmaps/TextureFragmentShaderLOD.fragmentshader b/tutorial15_lightmaps/TextureFragmentShaderLOD.fragmentshader index cf2ddb625..8c867a34b 100644 --- a/tutorial15_lightmaps/TextureFragmentShaderLOD.fragmentshader +++ b/tutorial15_lightmaps/TextureFragmentShaderLOD.fragmentshader @@ -3,7 +3,7 @@ // Interpolated values from the vertex shaders in vec2 UV; -// Ouput data +// Output data out vec3 color; // Values that stay constant for the whole mesh. diff --git a/tutorial16_shadowmaps/DepthRTT.fragmentshader b/tutorial16_shadowmaps/DepthRTT.fragmentshader index 3a5b8b485..a391eb60e 100644 --- a/tutorial16_shadowmaps/DepthRTT.fragmentshader +++ b/tutorial16_shadowmaps/DepthRTT.fragmentshader @@ -1,6 +1,6 @@ #version 330 core -// Ouput data +// Output data layout(location = 0) out float fragmentdepth; diff --git a/tutorial16_shadowmaps/ShadowMapping.fragmentshader b/tutorial16_shadowmaps/ShadowMapping.fragmentshader index e07a56d30..2a504f34a 100644 --- a/tutorial16_shadowmaps/ShadowMapping.fragmentshader +++ b/tutorial16_shadowmaps/ShadowMapping.fragmentshader @@ -8,7 +8,7 @@ in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec4 ShadowCoord; -// Ouput data +// Output data layout(location = 0) out vec3 color; // Values that stay constant for the whole mesh. @@ -64,7 +64,7 @@ void main(){ // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 - // - light is perpendiular to the triangle -> 0 + // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); diff --git a/tutorial16_shadowmaps/ShadowMapping_SimpleVersion.fragmentshader b/tutorial16_shadowmaps/ShadowMapping_SimpleVersion.fragmentshader index a6cb62ed6..59ce9762b 100644 --- a/tutorial16_shadowmaps/ShadowMapping_SimpleVersion.fragmentshader +++ b/tutorial16_shadowmaps/ShadowMapping_SimpleVersion.fragmentshader @@ -4,7 +4,7 @@ in vec2 UV; in vec4 ShadowCoord; -// Ouput data +// Output data layout(location = 0) out vec3 color; // Values that stay constant for the whole mesh. diff --git a/tutorial16_shadowmaps/SimpleTexture.fragmentshader b/tutorial16_shadowmaps/SimpleTexture.fragmentshader index 4ba468dcf..f366ffa0e 100644 --- a/tutorial16_shadowmaps/SimpleTexture.fragmentshader +++ b/tutorial16_shadowmaps/SimpleTexture.fragmentshader @@ -1,6 +1,6 @@ #version 330 core -// Ouput data +// Output data layout(location = 0) out vec4 color; uniform sampler2D texture; diff --git a/tutorial17_rotations/StandardShading.fragmentshader b/tutorial17_rotations/StandardShading.fragmentshader index 8cf102c1f..adfd37bac 100644 --- a/tutorial17_rotations/StandardShading.fragmentshader +++ b/tutorial17_rotations/StandardShading.fragmentshader @@ -7,7 +7,7 @@ in vec3 Normal_cameraspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; -// Ouput data +// Output data out vec3 color; // Values that stay constant for the whole mesh. diff --git a/tutorial17_rotations/StandardShading.vertexshader b/tutorial17_rotations/StandardShading.vertexshader index 956987326..1bba44a18 100644 --- a/tutorial17_rotations/StandardShading.vertexshader +++ b/tutorial17_rotations/StandardShading.vertexshader @@ -31,7 +31,7 @@ void main(){ vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; - // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. + // Vector that goes from the vertex to the light, in camera space. M is omitted because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; diff --git a/tutorial18_billboards_and_particles/Billboard.fragmentshader b/tutorial18_billboards_and_particles/Billboard.fragmentshader index ae55b52ba..3d8e975cd 100644 --- a/tutorial18_billboards_and_particles/Billboard.fragmentshader +++ b/tutorial18_billboards_and_particles/Billboard.fragmentshader @@ -3,7 +3,7 @@ // Interpolated values from the vertex shaders in vec2 UV; -// Ouput data +// Output data out vec4 color; uniform sampler2D myTextureSampler; diff --git a/tutorial18_billboards_and_particles/Billboard.vertexshader b/tutorial18_billboards_and_particles/Billboard.vertexshader index 19368350e..a1268ff2a 100644 --- a/tutorial18_billboards_and_particles/Billboard.vertexshader +++ b/tutorial18_billboards_and_particles/Billboard.vertexshader @@ -32,7 +32,7 @@ void main() //vertexPosition_worldspace = particleCenter_wordspace; //gl_Position = VP * vec4(vertexPosition_worldspace, 1.0f); // Get the screen-space position of the particle's center //gl_Position /= gl_Position.w; // Here we have to do the perspective division ourselves. - //gl_Position.xy += squareVertices.xy * vec2(0.2, 0.05); // Move the vertex in directly screen space. No need for CameraUp/Right_worlspace here. + //gl_Position.xy += squareVertices.xy * vec2(0.2, 0.05); // Move the vertex in directly screen space. No need for CameraUp/Right_worldspace here. // Or, if BillboardSize is in pixels : // Same thing, just use (ScreenSizeInPixels / BillboardSizeInPixels) instead of BillboardSizeInScreenPercentage. diff --git a/tutorial18_billboards_and_particles/Particle.fragmentshader b/tutorial18_billboards_and_particles/Particle.fragmentshader index fc9e7c4fd..48403916c 100644 --- a/tutorial18_billboards_and_particles/Particle.fragmentshader +++ b/tutorial18_billboards_and_particles/Particle.fragmentshader @@ -4,7 +4,7 @@ in vec2 UV; in vec4 particlecolor; -// Ouput data +// Output data out vec4 color; uniform sampler2D myTextureSampler; diff --git a/tutorial18_billboards_and_particles/Particle.vertexshader b/tutorial18_billboards_and_particles/Particle.vertexshader index bff7aac0a..a7ea268b6 100644 --- a/tutorial18_billboards_and_particles/Particle.vertexshader +++ b/tutorial18_billboards_and_particles/Particle.vertexshader @@ -2,8 +2,8 @@ // Input vertex data, different for all executions of this shader. layout(location = 0) in vec3 squareVertices; -layout(location = 1) in vec4 xyzs; // Position of the center of the particule and size of the square -layout(location = 2) in vec4 color; // Position of the center of the particule and size of the square +layout(location = 1) in vec4 xyzs; // Position of the center of the particle and size of the square +layout(location = 2) in vec4 color; // Position of the center of the particle and size of the square // Output data ; will be interpolated for each fragment. out vec2 UV;