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Tweak screen-reading_shaders

Fix grammar and punctuation in screen-reading_shaders.
corrigentia 6 years ago
parent
commit
27928c4521
1 changed files with 11 additions and 11 deletions
  1. 11 11
      tutorials/shading/screen-reading_shaders.rst

+ 11 - 11
tutorials/shading/screen-reading_shaders.rst

@@ -6,22 +6,22 @@ Screen-reading shaders
 Introduction
 Introduction
 ~~~~~~~~~~~~
 ~~~~~~~~~~~~
 
 
-Very often it is desired to make a shader that reads from the same
-screen it's writing to. 3D APIs such as OpenGL or DirectX make this very
+Very often, it is desired to make a shader that reads from the same
+screen to which it's writing. 3D APIs, such as OpenGL or DirectX, make this very
 difficult because of internal hardware limitations. GPUs are extremely
 difficult because of internal hardware limitations. GPUs are extremely
-parallel, so reading and writing causes all sort of cache and coherency
+parallel, so reading and writing causes all sorts of cache and coherency
 problems. As a result, not even the most modern hardware supports this
 problems. As a result, not even the most modern hardware supports this
 properly.
 properly.
 
 
 The workaround is to make a copy of the screen, or a part of the screen,
 The workaround is to make a copy of the screen, or a part of the screen,
 to a back-buffer and then read from it while drawing. Godot provides a
 to a back-buffer and then read from it while drawing. Godot provides a
-few tools that makes this process easy!
+few tools that make this process easy!
 
 
 SCREEN_TEXTURE built-in texture
 SCREEN_TEXTURE built-in texture
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 
-Godot :ref:`doc_shading_language` has a special texture, "SCREEN_TEXTURE" (and "DEPTH_TEXTURE" for depth, in case of 3D).
-It takes as parameter the UV of the screen and returns a vec3 RGB with the color. A
+Godot :ref:`doc_shading_language` has a special texture, "SCREEN_TEXTURE" (and "DEPTH_TEXTURE" for depth, in the case of 3D).
+It takes as argument the UV of the screen and returns a vec3 RGB with the color. A
 special built-in varying: SCREEN_UV can be used to obtain the UV for
 special built-in varying: SCREEN_UV can be used to obtain the UV for
 the current fragment. As a result, this simple 2D fragment shader:
 the current fragment. As a result, this simple 2D fragment shader:
 
 
@@ -42,7 +42,7 @@ of blur at no cost.
 SCREEN_TEXTURE example
 SCREEN_TEXTURE example
 ~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~
 
 
-SCREEN_TEXTURE can be used for a lot of things. There is a
+SCREEN_TEXTURE can be used for many things. There is a
 special demo for *Screen Space Shaders*, that you can download to see
 special demo for *Screen Space Shaders*, that you can download to see
 and learn. One example is a simple shader to adjust brightness, contrast
 and learn. One example is a simple shader to adjust brightness, contrast
 and saturation:
 and saturation:
@@ -87,7 +87,7 @@ source for SCREEN_TEXTURE as the first one below, so the first one
 In 3D, this is unavoidable because copying happens when opaque rendering
 In 3D, this is unavoidable because copying happens when opaque rendering
 completes.
 completes.
 
 
-In 2D this can be corrected via the :ref:`BackBufferCopy <class_BackBufferCopy>`
+In 2D, this can be corrected via the :ref:`BackBufferCopy <class_BackBufferCopy>`
 node, which can be instantiated between both spheres. BackBufferCopy can work by
 node, which can be instantiated between both spheres. BackBufferCopy can work by
 either specifying a screen region or the whole screen:
 either specifying a screen region or the whole screen:
 
 
@@ -105,9 +105,9 @@ Godot:
 
 
 -  If a node uses the SCREEN_TEXTURE, the entire screen is copied to the
 -  If a node uses the SCREEN_TEXTURE, the entire screen is copied to the
    back buffer before drawing that node. This only happens the first
    back buffer before drawing that node. This only happens the first
-   time, subsequent nodes do not trigger this.
+   time; subsequent nodes do not trigger this.
 -  If a BackBufferCopy node was processed before the situation in the
 -  If a BackBufferCopy node was processed before the situation in the
-   point above (even if SCREEN_TEXTURE was not used), this behavior
+   point above (even if SCREEN_TEXTURE was not used), the behavior
    described in the point above does not happen. In other words,
    described in the point above does not happen. In other words,
    automatic copying of the entire screen only happens if SCREEN_TEXTURE is
    automatic copying of the entire screen only happens if SCREEN_TEXTURE is
    used in a node for the first time and no BackBufferCopy node (not
    used in a node for the first time and no BackBufferCopy node (not
@@ -124,7 +124,7 @@ DEPTH_TEXTURE
 ~~~~~~~~~~~~~
 ~~~~~~~~~~~~~
 
 
 For 3D Shaders, it's also possible to access the screen depth buffer. For this,
 For 3D Shaders, it's also possible to access the screen depth buffer. For this,
-the DEPTH_TEXTURE built-in is used. This texture is not linear, it must be
+the DEPTH_TEXTURE built-in is used. This texture is not linear; it must be
 converted via the inverse projection matrix.
 converted via the inverse projection matrix.
 
 
 The following code retrieves the 3D position below the pixel being drawn:
 The following code retrieves the 3D position below the pixel being drawn: