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Fix code blocks

Juan Linietsky 8 years ago
parent
commit
58c9744745
1 changed files with 17 additions and 17 deletions
  1. 17 17
      learning/features/shading/shading_language.rst

+ 17 - 17
learning/features/shading/shading_language.rst

@@ -20,7 +20,7 @@ modes, built-in variables and processing functions are supported.
 
 
 Any shader needs a first line specifying this type, in the following format:
 Any shader needs a first line specifying this type, in the following format:
 
 
-.. highlight:: glsl
+.. code-block:: glsl
 	shader_type <type>;
 	shader_type <type>;
 
 
 Valid types are:
 Valid types are:
@@ -36,7 +36,7 @@ Render Modes
 Different shader types support different render modes. They are optional but, if specified, must
 Different shader types support different render modes. They are optional but, if specified, must
 be after the *shader_type*. Example syntax is:
 be after the *shader_type*. Example syntax is:
 
 
-.. highlight:: glsl
+.. code-block:: glsl
 	shader_type spatial;
 	shader_type spatial;
 	render_mode unshaded,cull_disabled;
 	render_mode unshaded,cull_disabled;
 
 
@@ -106,14 +106,14 @@ Casting of types of different size is also not allowed. Conversion must be done
 
 
 Example:
 Example:
 
 
-.. highlight:: glsl
+.. code-block:: glsl
 	float a = 2; // valid
 	float a = 2; // valid
 	float a = 2.0; // valid
 	float a = 2.0; // valid
 	float a = float(2); // valid
 	float a = float(2); // valid
  
  
 Default integer constants are signed, so casting is always needed to convert to unsigned:
 Default integer constants are signed, so casting is always needed to convert to unsigned:
 
 
-.. highlight:: glsl
+.. code-block:: glsl
 	int a = 2; // valid
 	int a = 2; // valid
 	uint a = 2; // invalid
 	uint a = 2; // invalid
 	uint a = uint(2); // valid
 	uint a = uint(2); // valid
@@ -131,7 +131,7 @@ Constructing
 
 
 Construction of vector types must always pass:
 Construction of vector types must always pass:
 
 
-.. highlight:: glsl
+.. code-block:: glsl
 	// The required amount of scalars
 	// The required amount of scalars
 	vec4 a = vec4(0.0, 1.0, 2.0, 3.0);
 	vec4 a = vec4(0.0, 1.0, 2.0, 3.0);
 	// Complementary vectors and/or scalars
 	// Complementary vectors and/or scalars
@@ -146,7 +146,7 @@ Swizzling
 It is possible to obtain any combination of them in any order, as long as the result is another vector type (or scalar). 
 It is possible to obtain any combination of them in any order, as long as the result is another vector type (or scalar). 
 This is easier shown than explained:
 This is easier shown than explained:
 
 
-.. highlight:: glsl
+.. code-block:: glsl
 	vec4 a = vec4(0.0, 1.0, 2.0, 3.0);
 	vec4 a = vec4(0.0, 1.0, 2.0, 3.0);
 	vec3 b = a.rgb; // Creates a vec3 with vec4 components 
 	vec3 b = a.rgb; // Creates a vec3 with vec4 components 
 	vec3 b = a.aaa; // Also valid, creates a vec3 and fills it with "a".
 	vec3 b = a.aaa; // Also valid, creates a vec3 and fills it with "a".
@@ -159,7 +159,7 @@ Precision
 
 
 It is possible to add precision modifiers to datatypes, use them for uniforms, variables, arguments and varyings:
 It is possible to add precision modifiers to datatypes, use them for uniforms, variables, arguments and varyings:
 
 
-.. highlight:: glsl
+.. code-block:: glsl
 	lowp vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // low precision, usually 8 bits per component mapped to 0-1
 	lowp vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // low precision, usually 8 bits per component mapped to 0-1
 	mediump vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // medium precision, usually 16 bits or half float
 	mediump vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // medium precision, usually 16 bits or half float
 	highp vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // high precision, uses full float or integer range (default)
 	highp vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // high precision, uses full float or integer range (default)
@@ -210,7 +210,7 @@ Flow Control
 
 
 Godot Shading language supports the most common types of flow control:
 Godot Shading language supports the most common types of flow control:
 
 
-.. highlight:: glsl
+.. code-block:: glsl
 	//if and else
 	//if and else
 	if (cond) {
 	if (cond) {
 
 
@@ -237,7 +237,7 @@ Functions
 
 
 It's possible to define any function in a Godot shader. They take the following syntax:
 It's possible to define any function in a Godot shader. They take the following syntax:
 
 
-.. highlight:: glsl
+.. code-block:: glsl
 	ret_type func_name(args) {
 	ret_type func_name(args) {
 
 
 		return ret_type; // if returning a value
 		return ret_type; // if returning a value
@@ -260,7 +260,7 @@ Function argument can have special qualifiers:
 
 
 Example below:
 Example below:
 
 
-.. highlight:: glsl
+.. code-block:: glsl
 
 
 	void sum2(int a, int b, inout int result) {
 	void sum2(int a, int b, inout int result) {
 		result = a+b;
 		result = a+b;
@@ -284,7 +284,7 @@ particle.
 Depending on shader type, a different set of built-in inputs and outputs are provided. In general,
 Depending on shader type, a different set of built-in inputs and outputs are provided. In general,
 vertex functions are not that commonly used.
 vertex functions are not that commonly used.
 
 
-.. highlight:: glsl
+.. code-block:: glsl
 
 
 	shader_type spatial;
 	shader_type spatial;
 
 
@@ -299,7 +299,7 @@ Fragment Processor
 The "fragent" processor is used to set up the Godot material parameters per pixel. This code
 The "fragent" processor is used to set up the Godot material parameters per pixel. This code
 runs on every visible pixel the object or primitive is drawn to.
 runs on every visible pixel the object or primitive is drawn to.
 
 
-.. highlight:: glsl
+.. code-block:: glsl
 
 
 	shader_type spatial;
 	shader_type spatial;
 
 
@@ -313,7 +313,7 @@ Light Processor
 The "light" processor runs per pixel too, but also runs for every light that affects the object (
 The "light" processor runs per pixel too, but also runs for every light that affects the object (
 and does not run if no lights affect the object).
 and does not run if no lights affect the object).
 
 
-.. highlight:: glsl
+.. code-block:: glsl
 
 
 	shader_type spatial;
 	shader_type spatial;
 
 
@@ -330,7 +330,7 @@ in the *vertex processor*, and the value is interpolated (and perspective correc
 pixel in the fragment processor.
 pixel in the fragment processor.
 
 
 
 
-.. highlight:: glsl
+.. code-block:: glsl
 
 
 	shader_type spatial;
 	shader_type spatial;
 
 
@@ -350,7 +350,7 @@ Passing values to shaders is possible. These are global to the whole shader and
 When a shader is later assigned to a material, the uniforms will appear as editable parameters on it.
 When a shader is later assigned to a material, the uniforms will appear as editable parameters on it.
 Uniforms can't be written from within the shadr.
 Uniforms can't be written from within the shadr.
 
 
-.. highlight:: glsl
+.. code-block:: glsl
 
 
 	shader_type spatial;
 	shader_type spatial;
 
 
@@ -361,7 +361,7 @@ Any type except for *void* can be a uniform. Additionally, Godot provides option
 to make the compiler understand what the uniform is used for.
 to make the compiler understand what the uniform is used for.
 
 
 
 
-.. highlight:: glsl
+.. code-block:: glsl
 
 
 	shader_type spatial;
 	shader_type spatial;
 
 
@@ -395,7 +395,7 @@ Full list of hints below:
 Uniforms can also be assigned default values:
 Uniforms can also be assigned default values:
 
 
 
 
-.. highlight:: glsl
+.. code-block:: glsl
 
 
 	shader_type spatial;
 	shader_type spatial;