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Merge pull request #495 from eluadyl/shader_language_proofread

Shading Language documentation proofread, fixed errors
Nathan Lovato 7 years ago
parent
commit
86fb014136
1 changed files with 112 additions and 111 deletions
  1. 112 111
      learning/features/shading/shading_language.rst

+ 112 - 111
learning/features/shading/shading_language.rst

@@ -9,7 +9,7 @@ Introduction
 Godot uses a shading language very similar to GLSL ES 3.0. Most datatypes and functions are supported,
 Godot uses a shading language very similar to GLSL ES 3.0. Most datatypes and functions are supported,
 and the remaining will likely be added over time.
 and the remaining will likely be added over time.
 
 
-Unlike the shader language in Godot 2.x, this implementaiton is much closer to the original.
+Unlike the shader language in Godot 2.x, this implementation is much closer to the original.
 
 
 Shader Types
 Shader Types
 ------------
 ------------
@@ -60,9 +60,9 @@ Most GLSL ES 3.0 datatypes are supported. Following is the list:
 +-----------------+---------------------------------------------------------------------------+
 +-----------------+---------------------------------------------------------------------------+
 | **bvec4**       | Four component vector of booleans.                                        |
 | **bvec4**       | Four component vector of booleans.                                        |
 +-----------------+---------------------------------------------------------------------------+
 +-----------------+---------------------------------------------------------------------------+
-| **int**         | Signed scalar integer                                                     |
+| **int**         | Signed scalar integer.                                                    |
 +-----------------+---------------------------------------------------------------------------+
 +-----------------+---------------------------------------------------------------------------+
-| **ivec2**       | Two component vector of signed integers                                   |
+| **ivec2**       | Two component vector of signed integers.                                  |
 +-----------------+---------------------------------------------------------------------------+
 +-----------------+---------------------------------------------------------------------------+
 | **ivec3**       | Three component vector of signed integers.                                |
 | **ivec3**       | Three component vector of signed integers.                                |
 +-----------------+---------------------------------------------------------------------------+
 +-----------------+---------------------------------------------------------------------------+
@@ -103,7 +103,7 @@ Most GLSL ES 3.0 datatypes are supported. Following is the list:
 Casting
 Casting
 ~~~~~~~
 ~~~~~~~
 
 
-Just like GLSL ES 3.0, implicit castling is not allowed between scalars and vectors of the same size but different type.
+Just like GLSL ES 3.0, implicit casting is not allowed between scalars and vectors of the same size but different type.
 Casting of types of different size is also not allowed. Conversion must be done explicitly via constructors.
 Casting of types of different size is also not allowed. Conversion must be done explicitly via constructors.
 
 
 Example:
 Example:
@@ -126,7 +126,7 @@ Members
 ~~~~~~~
 ~~~~~~~
 
 
 Individual scalar members of vector types are accessed via the "x", "y", "z" and "w" members. Alternatively, using "r", "g", "b" and "a" also works and is equivalent. 
 Individual scalar members of vector types are accessed via the "x", "y", "z" and "w" members. Alternatively, using "r", "g", "b" and "a" also works and is equivalent. 
-Use whathever fits best for your use case.
+Use whatever fits best for your use case.
 
 
 For matrices, use [idx] indexing syntax to access each vector.
 For matrices, use [idx] indexing syntax to access each vector.
 
 
@@ -152,6 +152,7 @@ It is possible to obtain any combination of them in any order, as long as the re
 This is easier shown than explained:
 This is easier shown than explained:
 
 
 .. code-block:: 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".
@@ -174,9 +175,9 @@ It is possible to add precision modifiers to datatypes, use them for uniforms, v
 Using lower precision for some operations can speed up the math involved (at the cost of, of course, less precision).
 Using lower precision for some operations can speed up the math involved (at the cost of, of course, less precision).
 This is rarely needed in the vertex shader (where full precision is needed most of the time), but often needed in the fragment one.
 This is rarely needed in the vertex shader (where full precision is needed most of the time), but often needed in the fragment one.
 
 
-Keep in mind that some architectures (mainly mobile) benefit a lot on this, but are also restricted (conversion between precisions has a cost).
+Keep in mind that some architectures (mainly mobile) benefit a lot from this, but are also restricted (conversion between precisions has a cost).
 Please read the relevant documentation on the target architecture to find out more. In all honesty though, mobile drivers are really buggy
 Please read the relevant documentation on the target architecture to find out more. In all honesty though, mobile drivers are really buggy
-so just stay out of trouble and make simple shaders without specifying precission unless you *really* need to.
+so just stay out of trouble and make simple shaders without specifying precision unless you *really* need to.
 
 
 Operators:
 Operators:
 ----------
 ----------
@@ -186,7 +187,7 @@ Godot shading language supports the same set of operators as GLSL ES 3.0. Below
 +-------------+-----------------------+--------------------+
 +-------------+-----------------------+--------------------+
 | Precedence  | Class                 | Operator           |
 | Precedence  | Class                 | Operator           |
 +-------------+-----------------------+--------------------+
 +-------------+-----------------------+--------------------+
-| 1 (highest) | parenthical grouping  | **()**             |
+| 1 (highest) | parenthetical grouping| **()**             |
 +-------------+-----------------------+--------------------+
 +-------------+-----------------------+--------------------+
 | 2           | unary                 | **+, -, !, ~**     |
 | 2           | unary                 | **+, -, !, ~**     |
 +-------------+-----------------------+--------------------+
 +-------------+-----------------------+--------------------+
@@ -286,7 +287,7 @@ Processor Functions
 
 
 Depending on shader type, processor functions may be available to optionally override.
 Depending on shader type, processor functions may be available to optionally override.
 For "spatial" and "canvas_item", it is possible to override "vertex", "fragment" and "light".
 For "spatial" and "canvas_item", it is possible to override "vertex", "fragment" and "light".
-For "particles", only "vertex" can be overriden.
+For "particles", only "vertex" can be overridden.
 
 
 Vertex Processor
 Vertex Processor
 ~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~
@@ -309,7 +310,7 @@ vertex functions are not that commonly used.
 Fragment Processor
 Fragment Processor
 ~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~
 
 
-The "fragent" processor is used to set up the Godot material parameters per pixel. This code
+The "fragment" 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.
 
 
 .. code-block:: glsl
 .. code-block:: glsl
@@ -361,7 +362,7 @@ Uniforms
 
 
 Passing values to shaders is possible. These are global to the whole shader and called *uniforms*. 
 Passing values to shaders is possible. These are global to the whole shader and called *uniforms*. 
 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 shader.
 
 
 .. code-block:: glsl
 .. code-block:: glsl
 
 
@@ -379,7 +380,7 @@ to make the compiler understand what the uniform is used for.
 	shader_type spatial;
 	shader_type spatial;
 
 
 	uniform vec4 color : hint_color;
 	uniform vec4 color : hint_color;
-	uniform float amonut : hint_range(0,1);
+	uniform float amount : hint_range(0,1);
 
 
 
 
 Full list of hints below:
 Full list of hints below:
@@ -424,8 +425,8 @@ Uniforms can also be assigned default values:
 Built-in Functions
 Built-in Functions
 ------------------
 ------------------
 
 
-A large amount of built-in functions is supported, confirming mostly to GLSL ES 3.0.
-When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type, nomenclature is used, it can be scalar or vcetor.
+A large number of built-in functions are supported, conforming mostly to GLSL ES 3.0.
+When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type nomenclature is used, it can be scalar or vector.
 
 
 
 
 
 
@@ -485,7 +486,7 @@ When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type, nomenclature
 +-----------------------------------------------------------------------+---------------------------------------------+
 +-----------------------------------------------------------------------+---------------------------------------------+
 | vec\_type **min** ( vec\_type,vec\_type )                             | Minimum                                     |
 | vec\_type **min** ( vec\_type,vec\_type )                             | Minimum                                     |
 +-----------------------------------------------------------------------+---------------------------------------------+
 +-----------------------------------------------------------------------+---------------------------------------------+
-| vec\_type **min** ( vec\_type,vec\_type )                             | Maximum                                     |
+| vec\_type **max** ( vec\_type,vec\_type )                             | Maximum                                     |
 +-----------------------------------------------------------------------+---------------------------------------------+
 +-----------------------------------------------------------------------+---------------------------------------------+
 | vec\_type **clamp** ( vec\_type value,vec\_type min, vec\_type max )  | Clamp to Min-Max                            |
 | vec\_type **clamp** ( vec\_type value,vec\_type min, vec\_type max )  | Clamp to Min-Max                            |
 +-----------------------------------------------------------------------+---------------------------------------------+
 +-----------------------------------------------------------------------+---------------------------------------------+
@@ -539,13 +540,13 @@ When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type, nomenclature
 +-----------------------------------------------------------------------+---------------------------------------------+
 +-----------------------------------------------------------------------+---------------------------------------------+
 | vec\_bool_type **greaterThan** ( vec_scalar_type )                    | Bool vector cmp on > int/uint/float vectors |
 | vec\_bool_type **greaterThan** ( vec_scalar_type )                    | Bool vector cmp on > int/uint/float vectors |
 +-----------------------------------------------------------------------+---------------------------------------------+
 +-----------------------------------------------------------------------+---------------------------------------------+
-| vec\_bool_type **lessThanEqual** ( vec_scalar_type )                  | Bool vector cmp on <=int/uint/float vectors |
+| vec\_bool_type **lessThanEqual** ( vec_scalar_type )                  | Bool vector cmp on <= int/uint/float vectors|
 +-----------------------------------------------------------------------+---------------------------------------------+
 +-----------------------------------------------------------------------+---------------------------------------------+
-| vec\_bool_type **greaterThanEqual** ( vec_scalar_type )               | Bool vector cmp on >=int/uint/float vectors |
+| vec\_bool_type **greaterThanEqual** ( vec_scalar_type )               | Bool vector cmp on >= int/uint/float vectors|
 +-----------------------------------------------------------------------+---------------------------------------------+
 +-----------------------------------------------------------------------+---------------------------------------------+
-| vec\_bool_type **equal** ( vec_scalar_type )                          | Bool vector cmp on ==int/uint/float vectors |
+| vec\_bool_type **equal** ( vec_scalar_type )                          | Bool vector cmp on == int/uint/float vectors|
 +-----------------------------------------------------------------------+---------------------------------------------+
 +-----------------------------------------------------------------------+---------------------------------------------+
-| vec\_bool_type **notEqual** ( vec_scalar_type )                       | Bool vector cmp on !=int/uint/float vectors |
+| vec\_bool_type **notEqual** ( vec_scalar_type )                       | Bool vector cmp on != int/uint/float vectors|
 +-----------------------------------------------------------------------+---------------------------------------------+
 +-----------------------------------------------------------------------+---------------------------------------------+
 | bool **any** ( vec_bool_type )                                        | Any component is true                       |
 | bool **any** ( vec_bool_type )                                        | Any component is true                       |
 +-----------------------------------------------------------------------+---------------------------------------------+
 +-----------------------------------------------------------------------+---------------------------------------------+
@@ -559,7 +560,7 @@ When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type, nomenclature
 +-----------------------------------------------------------------------+---------------------------------------------+
 +-----------------------------------------------------------------------+---------------------------------------------+
 | vec4_type **texture** ( sampler2D_type s, vec2 uv [, float bias])     | Perform a 2D texture read                   |
 | vec4_type **texture** ( sampler2D_type s, vec2 uv [, float bias])     | Perform a 2D texture read                   |
 +-----------------------------------------------------------------------+---------------------------------------------+
 +-----------------------------------------------------------------------+---------------------------------------------+
-| vec4 **texture** ( samplerCube s, vec3 uv [, float bias])             | Perform a Cube texture read                 |
+| vec4_type **texture** ( samplerCube s, vec3 uv [, float bias])        | Perform a Cube texture read                 |
 +-----------------------------------------------------------------------+---------------------------------------------+
 +-----------------------------------------------------------------------+---------------------------------------------+
 | vec4_type **textureProj** ( sampler2d_type s, vec3 uv [, float bias]) | Perform a texture read with projection      |
 | vec4_type **textureProj** ( sampler2d_type s, vec3 uv [, float bias]) | Perform a texture read with projection      |
 +-----------------------------------------------------------------------+---------------------------------------------+
 +-----------------------------------------------------------------------+---------------------------------------------+
@@ -588,7 +589,7 @@ Shader Types In-Depth
 Spatial
 Spatial
 ~~~~~~~
 ~~~~~~~
 
 
-Accepted render modes and build-ins for "shader_type spatial;".
+Accepted render modes and built-ins for "shader_type spatial;".
 
 
 Render Modes
 Render Modes
 ^^^^^^^^^^^^
 ^^^^^^^^^^^^
@@ -604,7 +605,7 @@ Render Modes
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
 | **blend_mul**                   | Multiplicative blend mode.                                           |
 | **blend_mul**                   | Multiplicative blend mode.                                           |
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
-| **depth_draw_opaque**           | Only draw depth for opaque geometry (not trasparent).                |
+| **depth_draw_opaque**           | Only draw depth for opaque geometry (not transparent).                |
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
 | **depth_draw_always**           | Always draw depth (opaque and transparent).                          |
 | **depth_draw_always**           | Always draw depth (opaque and transparent).                          |
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
@@ -618,31 +619,31 @@ Render Modes
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
 | **cull_back**                   | Cull back-faces (default).                                           |
 | **cull_back**                   | Cull back-faces (default).                                           |
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
-| **cull_disabled**               | Culling disabled (double sided)                                      |
+| **cull_disabled**               | Culling disabled (double sided).                                     |
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
 | **unshaded**                    | Result is just albedo. No lighting/shading happens in material.      |
 | **unshaded**                    | Result is just albedo. No lighting/shading happens in material.      |
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
-| **diffuse_lambert**             | Lambert shading for diffuse (default)                                |
+| **diffuse_lambert**             | Lambert shading for diffuse (default).                               |
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
 | **diffuse_lambert_wrap**        | Lambert wrapping (roughness dependent) for diffuse.                  |
 | **diffuse_lambert_wrap**        | Lambert wrapping (roughness dependent) for diffuse.                  |
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
-| **diffuse_oren_nayar**          | Oren nayar for diffuse.                                              |
+| **diffuse_oren_nayar**          | Oren Nayar for diffuse.                                              |
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
 | **diffuse_burley**              | Burley (Disney PBS) for diffuse.                                     |
 | **diffuse_burley**              | Burley (Disney PBS) for diffuse.                                     |
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
 | **diffuse toon**                | Toon shading for diffuse.                                            |
 | **diffuse toon**                | Toon shading for diffuse.                                            |
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
-| **specular_schlick_ggx**        | Schick-GGX for specular (default)                                    |
+| **specular_schlick_ggx**        | Schlick-GGX for specular (default).                                  |
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
-| **specular_blinn**              | Blinn for specular (compatibility)                                   |
+| **specular_blinn**              | Blinn for specular (compatibility).                                  |
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
-| **specular_phong**              | Phong for specular (compatibility)                                   |
+| **specular_phong**              | Phong for specular (compatibility).                                  |
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
 | **specular_toon**               | Toon for specular.                                                   |
 | **specular_toon**               | Toon for specular.                                                   |
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
 | **skip_vertex_transform**       | VERTEX/NORMAL/etc need to be transformed manually in VS.             |
 | **skip_vertex_transform**       | VERTEX/NORMAL/etc need to be transformed manually in VS.             |
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
-| **world_vertex_coords**         | VERTEX/NORMAL/etc are modified in world coordinates instead of local |
+| **world_vertex_coords**         | VERTEX/NORMAL/etc are modified in world coordinates instead of local.|
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
 | **vertex_lighting**             | Use vertex-based lighting.                                           |
 | **vertex_lighting**             | Use vertex-based lighting.                                           |
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
@@ -658,11 +659,11 @@ Vertex Built-Ins
 +----------------------------------+-------------------------------------------------------+
 +----------------------------------+-------------------------------------------------------+
 | mat4 **INV_CAMERA_MATRIX**       | World space to view space transform.                  |
 | mat4 **INV_CAMERA_MATRIX**       | World space to view space transform.                  |
 +----------------------------------+-------------------------------------------------------+
 +----------------------------------+-------------------------------------------------------+
-| mat4 **PROJECTION_MATRIX**       | View space to  clip space transform.                  |
+| mat4 **PROJECTION_MATRIX**       | View space to clip space transform.                   |
 +----------------------------------+-------------------------------------------------------+
 +----------------------------------+-------------------------------------------------------+
 | mat4 **CAMERA_MATRIX**           | View space to world space transform.                  |
 | mat4 **CAMERA_MATRIX**           | View space to world space transform.                  |
 +----------------------------------+-------------------------------------------------------+
 +----------------------------------+-------------------------------------------------------+
-| mat4 **MODELVIEW_MATRIX**        | Model space to view space transform (use if possible) |
+| mat4 **MODELVIEW_MATRIX**        | Model space to view space transform (use if possible).|
 +----------------------------------+-------------------------------------------------------+
 +----------------------------------+-------------------------------------------------------+
 | mat4 **INV_PROJECTION_MATRIX**   | Clip space to view space transform.                   |
 | mat4 **INV_PROJECTION_MATRIX**   | Clip space to view space transform.                   |
 +----------------------------------+-------------------------------------------------------+
 +----------------------------------+-------------------------------------------------------+
@@ -670,7 +671,7 @@ Vertex Built-Ins
 +----------------------------------+-------------------------------------------------------+
 +----------------------------------+-------------------------------------------------------+
 | vec2 **VIEWPORT_SIZE**           | Size of viewport (in pixels).                         |
 | vec2 **VIEWPORT_SIZE**           | Size of viewport (in pixels).                         |
 +----------------------------------+-------------------------------------------------------+
 +----------------------------------+-------------------------------------------------------+
-| vec3 **VERTEX**                  | Vertex in local coords (see doc below)                |
+| vec3 **VERTEX**                  | Vertex in local coords (see doc below).               |
 +----------------------------------+-------------------------------------------------------+
 +----------------------------------+-------------------------------------------------------+
 | vec3 **NORMAL**                  | Normal in local coords.                               |
 | vec3 **NORMAL**                  | Normal in local coords.                               |
 +----------------------------------+-------------------------------------------------------+
 +----------------------------------+-------------------------------------------------------+
@@ -688,7 +689,7 @@ Vertex Built-Ins
 +----------------------------------+-------------------------------------------------------+
 +----------------------------------+-------------------------------------------------------+
 | int **INSTANCE_ID**              | Instance ID for instancing.                           |
 | int **INSTANCE_ID**              | Instance ID for instancing.                           |
 +----------------------------------+-------------------------------------------------------+
 +----------------------------------+-------------------------------------------------------+
-| vec4 **INSTANCE_CUSTOM**         | Instance custom data (for particles, mostly)          |
+| vec4 **INSTANCE_CUSTOM**         | Instance custom data (for particles, mostly).         |
 +----------------------------------+-------------------------------------------------------+
 +----------------------------------+-------------------------------------------------------+
 | float **ROUGHNESS**              | Roughness for vertex lighting.                        |
 | float **ROUGHNESS**              | Roughness for vertex lighting.                        |
 +----------------------------------+-------------------------------------------------------+
 +----------------------------------+-------------------------------------------------------+
@@ -739,7 +740,7 @@ Fragment Built-Ins
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 | in mat4 **INV_CAMERA_MATRIX**    | World space to view space transform.                                                             |
 | in mat4 **INV_CAMERA_MATRIX**    | World space to view space transform.                                                             |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
-| in mat4 **PROJECTION_MATRIX**    | View space to  clip space transform.                                                             |
+| in mat4 **PROJECTION_MATRIX**    | View space to clip space transform.                                                              |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 | in mat4 **CAMERA_MATRIX**        | View space to world space transform.                                                             |
 | in mat4 **CAMERA_MATRIX**        | View space to world space transform.                                                             |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
@@ -749,7 +750,7 @@ Fragment Built-Ins
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 | vec2 **VIEWPORT_SIZE**           | Size of viewport (in pixels).                                                                    |
 | vec2 **VIEWPORT_SIZE**           | Size of viewport (in pixels).                                                                    |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
-| vec3 **VERTEX**                  | Vertex that comes from  vertex function, in view space.                                          |
+| vec3 **VERTEX**                  | Vertex that comes from vertex function, in view space.                                           |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 | in vec4 **FRAGCOORD**            | Fragment cordinate, pixel adjusted.                                                              |
 | in vec4 **FRAGCOORD**            | Fragment cordinate, pixel adjusted.                                                              |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
@@ -763,27 +764,27 @@ Fragment Built-Ins
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 | out vec3 **NORMALMAP**           | Output this if reading normal from a texture instead of NORMAL.                                  |
 | out vec3 **NORMALMAP**           | Output this if reading normal from a texture instead of NORMAL.                                  |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
-| out float **NORMALMAP_DEPTH**    | Depth from variable avobe. Defaults to 1.0.                                                      |
+| out float **NORMALMAP_DEPTH**    | Depth from variable above. Defaults to 1.0.                                                      |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
-| in vec2 **UV**                   | UV that comes from vertex frunction.                                                             |
+| in vec2 **UV**                   | UV that comes from vertex function.                                                              |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 | in vec2 **UV2**                  | UV2 that coems from vertex function.                                                             |
 | in vec2 **UV2**                  | UV2 that coems from vertex function.                                                             |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 | in vec4 **COLOR**                | COLOR that comes from vertex function.                                                           |
 | in vec4 **COLOR**                | COLOR that comes from vertex function.                                                           |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
-| out vec3 **ALBEDO**              | Albedo (default white)                                                                           |
+| out vec3 **ALBEDO**              | Albedo (default white).                                                                          |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 | out float **ALPHA**              | Alpha (0..1), if written to the material will go to transparent pipeline.                        |
 | out float **ALPHA**              | Alpha (0..1), if written to the material will go to transparent pipeline.                        |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
-| out float **METALLIC**           | Metallic (0..1)                                                                                  |
+| out float **METALLIC**           | Metallic (0..1).                                                                                 |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 | out float **SPECULAR**           | Specular. Defaults to 0.5, best to not modify unless you want to change IOR.                     |
 | out float **SPECULAR**           | Specular. Defaults to 0.5, best to not modify unless you want to change IOR.                     |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
-| out float **ROUGHNESS**          | Roughness (0..1)                                                                                 |
+| out float **ROUGHNESS**          | Roughness (0..1).                                                                                |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
-| out float **RIM**                | Rim (0..1)                                                                                       |
+| out float **RIM**                | Rim (0..1).                                                                                      |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
-| out float **RIM_TINT**           | Rim Tint, goes from 0 (white) to 1 (albedo)                                                      |
+| out float **RIM_TINT**           | Rim Tint, goes from 0 (white) to 1 (albedo).                                                     |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 | out float **CLEARCOAT**          | Small added specular blob.                                                                       |
 | out float **CLEARCOAT**          | Small added specular blob.                                                                       |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
@@ -793,19 +794,19 @@ Fragment Built-Ins
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 | out float **ANISOTROPY_FLOW**    | Distortion direction, use with flowmaps.                                                         |
 | out float **ANISOTROPY_FLOW**    | Distortion direction, use with flowmaps.                                                         |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
-| out float **SSS_STRENGTH**       | Strength of Subsurface Scattering (default 0)                                                    |
+| out float **SSS_STRENGTH**       | Strength of Subsurface Scattering (default 0).                                                   |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 | out vec3 **TRANSMISSION**        | Transmission mask (default 0,0,0).                                                               |
 | out vec3 **TRANSMISSION**        | Transmission mask (default 0,0,0).                                                               |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 | out foat **AO**                  | Ambient Occlusion (pre-baked).                                                                   |
 | out foat **AO**                  | Ambient Occlusion (pre-baked).                                                                   |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
-| out float **AO_LIGHT_AFFECT**    | How much AO affects lights (0..1. defalt 0, none)                                                |
+| out float **AO_LIGHT_AFFECT**    | How much AO affects lights (0..1. default 0, none).                                              |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
-| out vec3 **EMISSION**            | Emission color (can go over 1,1,1 for HDR)                                                       |
+| out vec3 **EMISSION**            | Emission color (can go over 1,1,1 for HDR).                                                      |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 | in sampler2D **SCREEN_TEXTURE**  | Built-in Texture for reading from the screen. Mipmaps contain increasingly blurred copies.       |
 | in sampler2D **SCREEN_TEXTURE**  | Built-in Texture for reading from the screen. Mipmaps contain increasingly blurred copies.       |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
-| in sampler2D **DEPTH_TEXTURE**   | Built-in Textue for reading depth from the screen. Must convert to linear using INV_PROJECTION.  |
+| in sampler2D **DEPTH_TEXTURE**   | Built-in Texture for reading depth from the screen. Must convert to linear using INV_PROJECTION. |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 | in vec2 **SCREEN_UV**            | Screen UV coordinate for current pixel.                                                          |
 | in vec2 **SCREEN_UV**            | Screen UV coordinate for current pixel.                                                          |
 +----------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------+--------------------------------------------------------------------------------------------------+
@@ -822,46 +823,46 @@ Values marked as "in" are read-only. Values marked as "out" are for optional wri
 Light Built-Ins
 Light Built-Ins
 ^^^^^^^^^^^^^^^
 ^^^^^^^^^^^^^^^
 
 
-+----------------------------------+------------------------------------------+
-| Built-in                         | Description                              |
-+==================================+==========================================+
-| in mat4 **WORLD_MATRIX**         | Model space to world space transform.    |
-+----------------------------------+------------------------------------------+
-| in mat4 **INV_CAMERA_MATRIX**    | World space to view space transform.     |
-+----------------------------------+------------------------------------------+
-| in mat4 **PROJECTION_MATRIX**    | View space to  clip space transform.     |
-+----------------------------------+------------------------------------------+
-| in mat4 **CAMERA_MATRIX**        | View space to world space transform.     |
-+----------------------------------+------------------------------------------+
-| in mat4 **INV_PROJECTION_MATRIX**| Clip space to view space transform.      |
-+----------------------------------+------------------------------------------+
-| in float **TIME**                | Elapsed total time in seconds.           |
-+----------------------------------+------------------------------------------+
-| in vec2 **VIEWPORT_SIZE**        | Size of viewport (in pixels).            |
-+----------------------------------+------------------------------------------+
-| in vec3 **NORMAL**               | Normal vector.                           |
-+----------------------------------+------------------------------------------+
-| in vec3 **VIEW**                 | View vector.                             |
-+----------------------------------+------------------------------------------+
-| in vec3  **LIGHT**               | Light Vector.                            |
-+----------------------------------+------------------------------------------+
-| in vec3 **LIGHT_COLOR**          | Color of light multipled by energy.      |
-+----------------------------------+------------------------------------------+
-| in vec3 **ATTENUATION**          | Attenuation based on distance or shadow. |
-+----------------------------------+------------------------------------------+
-| in vec3 **ALBEDO**               | Base albedo.                             |
-+----------------------------------+------------------------------------------+
-| in vec3 **TRANSMISSION**         | Transmission mask.                       |
-+----------------------------------+------------------------------------------+
-| in float **ROUGHNESS**           | Roughness.                               |
-+----------------------------------+------------------------------------------+
-| out vec3 **DIFFUSE_LIGHT**       | Diffuse light result.                    |
-+----------------------------------+------------------------------------------+
-| out vec3 **SPECULAR_LIGHT**      | Specular light result.                   |
-+----------------------------------+------------------------------------------+
-
-Writing light shaders is completely optional. Unlike other game engines, they dont affect
-performacne or force a specific pipeline. 
++-----------------------------------+------------------------------------------+
+| Built-in                          | Description                              |
++===================================+==========================================+
+| in mat4 **WORLD_MATRIX**          | Model space to world space transform.    |
++-----------------------------------+------------------------------------------+
+| in mat4 **INV_CAMERA_MATRIX**     | World space to view space transform.     |
++-----------------------------------+------------------------------------------+
+| in mat4 **PROJECTION_MATRIX**     | View space to clip space transform.      |
++-----------------------------------+------------------------------------------+
+| in mat4 **CAMERA_MATRIX**         | View space to world space transform.     |
++-----------------------------------+------------------------------------------+
+| in mat4 **INV_PROJECTION_MATRIX** | Clip space to view space transform.      |
++-----------------------------------+------------------------------------------+
+| in float **TIME**                 | Elapsed total time in seconds.           |
++-----------------------------------+------------------------------------------+
+| in vec2 **VIEWPORT_SIZE**         | Size of viewport (in pixels).            |
++-----------------------------------+------------------------------------------+
+| in vec3 **NORMAL**                | Normal vector.                           |
++-----------------------------------+------------------------------------------+
+| in vec3 **VIEW**                  | View vector.                             |
++-----------------------------------+------------------------------------------+
+| in vec3  **LIGHT**                | Light Vector.                            |
++-----------------------------------+------------------------------------------+
+| in vec3 **LIGHT_COLOR**           | Color of light multiplied by energy.     |
++-----------------------------------+------------------------------------------+
+| in vec3 **ATTENUATION**           | Attenuation based on distance or shadow. |
++-----------------------------------+------------------------------------------+
+| in vec3 **ALBEDO**                | Base albedo.                             |
++-----------------------------------+------------------------------------------+
+| in vec3 **TRANSMISSION**          | Transmission mask.                       |
++-----------------------------------+------------------------------------------+
+| in float **ROUGHNESS**            | Roughness.                               |
++-----------------------------------+------------------------------------------+
+| out vec3 **DIFFUSE_LIGHT**        | Diffuse light result.                    |
++-----------------------------------+------------------------------------------+
+| out vec3 **SPECULAR_LIGHT**       | Specular light result.                   |
++-----------------------------------+------------------------------------------+
+
+Writing light shaders is completely optional. Unlike other game engines, they don't affect
+performance or force a specific pipeline. 
 
 
 To write a light shader, simply make sure to assign something to DIFFUSE_LIGHT or SPECULAR_LIGHT.
 To write a light shader, simply make sure to assign something to DIFFUSE_LIGHT or SPECULAR_LIGHT.
 Assigning nothing means no light is processed.
 Assigning nothing means no light is processed.
@@ -870,7 +871,7 @@ Assigning nothing means no light is processed.
 Canvas Item
 Canvas Item
 ~~~~~~~~~~~~
 ~~~~~~~~~~~~
 
 
-Accepted render modes and build-ins for "shader_type canvas_item;".
+Accepted render modes and built-ins for "shader_type canvas_item;".
 
 
 Render Modes
 Render Modes
 ^^^^^^^^^^^^
 ^^^^^^^^^^^^
@@ -882,7 +883,7 @@ Render Modes
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
 | **blend_add**                   | Additive blend mode.                                                 |
 | **blend_add**                   | Additive blend mode.                                                 |
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
-| **blend_sub**                   | Substractive blend mode.                                             |
+| **blend_sub**                   | Subtractive blend mode.                                              |
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
 | **blend_mul**                   | Multiplicative blend mode.                                           |
 | **blend_mul**                   | Multiplicative blend mode.                                           |
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
@@ -890,7 +891,7 @@ Render Modes
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
 | **unshaded**                    | Result is just albedo. No lighting/shading happens in material.      |
 | **unshaded**                    | Result is just albedo. No lighting/shading happens in material.      |
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
-| **light_only**                  | Only draw for light pass (when multipass is used)                    |
+| **light_only**                  | Only draw for light pass (when multipass is used).                   |
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
 | **skip_vertex_transform**       | VERTEX/NORMAL/etc need to be transformed manually in VS.             |
 | **skip_vertex_transform**       | VERTEX/NORMAL/etc need to be transformed manually in VS.             |
 +---------------------------------+----------------------------------------------------------------------+
 +---------------------------------+----------------------------------------------------------------------+
@@ -903,7 +904,7 @@ Vertex Built-Ins
 +================================+================================================================+
 +================================+================================================================+
 | in mat4 **WORLD_MATRIX**       | Image to World transform.                                      |
 | in mat4 **WORLD_MATRIX**       | Image to World transform.                                      |
 +--------------------------------+----------------------------------------------------------------+
 +--------------------------------+----------------------------------------------------------------+
-| in mat4 **EXTRA_MATRIX**       | Extra transform                                                |
+| in mat4 **EXTRA_MATRIX**       | Extra transform.                                               |
 +--------------------------------+----------------------------------------------------------------+
 +--------------------------------+----------------------------------------------------------------+
 | in mat4 **PROJECTION_MATRIX**  | World to view transform.                                       |
 | in mat4 **PROJECTION_MATRIX**  | World to view transform.                                       |
 +--------------------------------+----------------------------------------------------------------+
 +--------------------------------+----------------------------------------------------------------+
@@ -915,7 +916,7 @@ Vertex Built-Ins
 +--------------------------------+----------------------------------------------------------------+
 +--------------------------------+----------------------------------------------------------------+
 | inout vec2 **VERTEX**          | Vertex in image space.                                         |
 | inout vec2 **VERTEX**          | Vertex in image space.                                         |
 +--------------------------------+----------------------------------------------------------------+
 +--------------------------------+----------------------------------------------------------------+
-| inout vec2 **UV**              | UV                                                             |
+| inout vec2 **UV**              | UV.                                                            |
 +--------------------------------+----------------------------------------------------------------+
 +--------------------------------+----------------------------------------------------------------+
 | inout vec4 **COLOR**           | Color from vertex primitive.                                   |
 | inout vec4 **COLOR**           | Color from vertex primitive.                                   |
 +--------------------------------+----------------------------------------------------------------+
 +--------------------------------+----------------------------------------------------------------+
@@ -953,12 +954,12 @@ This allows to easily adjust the shader to a particle system using default parti
 shader, this value can be used as desired.
 shader, this value can be used as desired.
 
 
 Fragment Built-Ins
 Fragment Built-Ins
-^^^^^^^^^^^^^^^^^
+^^^^^^^^^^^^^^^^^^
 
 
 +----------------------------------+------------------------------------------------------------+
 +----------------------------------+------------------------------------------------------------+
 | Built-In                         | Description                                                |
 | Built-In                         | Description                                                |
 +==================================+============================================================+
 +==================================+============================================================+
-| in vec4 **FRAGCOORD**            | Fragment cordinate, pixel adjusted.                        |
+| in vec4 **FRAGCOORD**            | Fragment coordinate, pixel adjusted.                       |
 +----------------------------------+------------------------------------------------------------+
 +----------------------------------+------------------------------------------------------------+
 | out  vec3 **NORMAL**             | Normal, writable.                                          |
 | out  vec3 **NORMAL**             | Normal, writable.                                          |
 +----------------------------------+------------------------------------------------------------+
 +----------------------------------+------------------------------------------------------------+
@@ -993,44 +994,44 @@ Light Built-Ins
 +-------------------------------------+-------------------------------------------------------------------------------+
 +-------------------------------------+-------------------------------------------------------------------------------+
 | Built-In                            | Description                                                                   |
 | Built-In                            | Description                                                                   |
 +=====================================+===============================================================================+
 +=====================================+===============================================================================+
-| in vec4 **POSITION**                | Screen Position                                                               |
+| in vec4 **POSITION**                | Screen Position.                                                              |
 +-------------------------------------+-------------------------------------------------------------------------------+
 +-------------------------------------+-------------------------------------------------------------------------------+
-| in vec3 **NORMAL**                  | Input Normal                                                                  |
+| in vec3 **NORMAL**                  | Input Normal.                                                                 |
 +-------------------------------------+-------------------------------------------------------------------------------+
 +-------------------------------------+-------------------------------------------------------------------------------+
-| in vec2 **UV**                      | UV                                                                            |
+| in vec2 **UV**                      | UV.                                                                           |
 +-------------------------------------+-------------------------------------------------------------------------------+
 +-------------------------------------+-------------------------------------------------------------------------------+
-| in vec4 **COLOR**                   | Input Color                                                                   |
+| in vec4 **COLOR**                   | Input Color.                                                                  |
 +-------------------------------------+-------------------------------------------------------------------------------+
 +-------------------------------------+-------------------------------------------------------------------------------+
-| in sampler2D **TEXTURE**            | Current texture in use for CanvasItem                                         |
+| in sampler2D **TEXTURE**            | Current texture in use for CanvasItem.                                        |
 +-------------------------------------+-------------------------------------------------------------------------------+
 +-------------------------------------+-------------------------------------------------------------------------------+
-| in vec2 **TEXTURE_PIXEL_SIZE**      | Pixel size for current 2D texture                                             |
+| in vec2 **TEXTURE_PIXEL_SIZE**      | Pixel size for current 2D texture.                                            |
 +-------------------------------------+-------------------------------------------------------------------------------+
 +-------------------------------------+-------------------------------------------------------------------------------+
-| in vec2 **SCREEN_UV**               | Screen Texture Coordinate (for using with texscreen)                          |
+| in vec2 **SCREEN_UV**               | Screen Texture Coordinate (for using with texscreen).                         |
 +-------------------------------------+-------------------------------------------------------------------------------+
 +-------------------------------------+-------------------------------------------------------------------------------+
-| in vec2 **POINT_COORD**             | Current UV for Point Sprite                                                   |
+| in vec2 **POINT_COORD**             | Current UV for Point Sprite.                                                  |
 +-------------------------------------+-------------------------------------------------------------------------------+
 +-------------------------------------+-------------------------------------------------------------------------------+
-| in float **TIME**                   | Time (in seconds)                                                             |
+| in float **TIME**                   | Time (in seconds).                                                            |
 +-------------------------------------+-------------------------------------------------------------------------------+
 +-------------------------------------+-------------------------------------------------------------------------------+
 | vec2 **LIGHT\_VEC**                 | Vector from light to fragment, can be modified to alter shadow computation.   |
 | vec2 **LIGHT\_VEC**                 | Vector from light to fragment, can be modified to alter shadow computation.   |
 +-------------------------------------+-------------------------------------------------------------------------------+
 +-------------------------------------+-------------------------------------------------------------------------------+
-| in float **LIGHT\_HEIGHT**          | Height of Light                                                               |
+| in float **LIGHT\_HEIGHT**          | Height of Light.                                                              |
 +-------------------------------------+-------------------------------------------------------------------------------+
 +-------------------------------------+-------------------------------------------------------------------------------+
-| in color **LIGHT\_COLOR**           | Color of Light                                                                |
+| in color **LIGHT\_COLOR**           | Color of Light.                                                               |
 +-------------------------------------+-------------------------------------------------------------------------------+
 +-------------------------------------+-------------------------------------------------------------------------------+
-| in color **LIGHT\_SHADOW\_COLOR**   | Color of Light shadow                                                         |
+| in color **LIGHT\_SHADOW\_COLOR**   | Color of Light shadow.                                                        |
 +-------------------------------------+-------------------------------------------------------------------------------+
 +-------------------------------------+-------------------------------------------------------------------------------+
-| in vec2 **LIGHT\_UV**               | UV for light image                                                            |
+| in vec2 **LIGHT\_UV**               | UV for light image.                                                           |
 +-------------------------------------+-------------------------------------------------------------------------------+
 +-------------------------------------+-------------------------------------------------------------------------------+
-| in vec4 **SHADOW**                  | Light shadow color override                                                   |
+| in vec4 **SHADOW**                  | Light shadow color override.                                                  |
 +-------------------------------------+-------------------------------------------------------------------------------+
 +-------------------------------------+-------------------------------------------------------------------------------+
-| out vec4 **LIGHT**                  | Light Output (shader is ignored if this is not used)                          |
+| out vec4 **LIGHT**                  | Light Output (shader is ignored if this is not used).                         |
 +-------------------------------------+-------------------------------------------------------------------------------+
 +-------------------------------------+-------------------------------------------------------------------------------+
 
 
 
 
 Particles
 Particles
 ~~~~~~~~~
 ~~~~~~~~~
 
 
-Accepted render modes and build-ins for "shader_type particles;".
+Accepted render modes and built-ins for "shader_type particles;".
 
 
 Render Modes
 Render Modes
 ^^^^^^^^^^^^
 ^^^^^^^^^^^^
@@ -1053,7 +1054,7 @@ Vertex Built-Ins
 +---------------------------------+-----------------------------------------------------------+
 +---------------------------------+-----------------------------------------------------------+
 | inout vec3 **VELOCITY**         | Particle velocity, can be modified.                       |
 | inout vec3 **VELOCITY**         | Particle velocity, can be modified.                       |
 +---------------------------------+-----------------------------------------------------------+
 +---------------------------------+-----------------------------------------------------------+
-| out float **MASS**              | Particle mass, use for attractors (default 1)             |
+| out float **MASS**              | Particle mass, use for attractors (default 1).            |
 +---------------------------------+-----------------------------------------------------------+
 +---------------------------------+-----------------------------------------------------------+
 | inout bool **ACTIVE**           | Particle is active, can be set to false.                  |
 | inout bool **ACTIVE**           | Particle is active, can be set to false.                  |
 +---------------------------------+-----------------------------------------------------------+
 +---------------------------------+-----------------------------------------------------------+
@@ -1071,7 +1072,7 @@ Vertex Built-Ins
 +---------------------------------+-----------------------------------------------------------+
 +---------------------------------+-----------------------------------------------------------+
 | in int **INDEX**                | Particle index (from total particles).                    |
 | in int **INDEX**                | Particle index (from total particles).                    |
 +---------------------------------+-----------------------------------------------------------+
 +---------------------------------+-----------------------------------------------------------+
-| in mat4 **EMISSION_TRANSFORM**  | Emitter transform (used for non-local systems)            |
+| in mat4 **EMISSION_TRANSFORM**  | Emitter transform (used for non-local systems).           |
 +---------------------------------+-----------------------------------------------------------+
 +---------------------------------+-----------------------------------------------------------+
 | in uint **RANDOM_SEED**         | Random seed used as base for random.                      |
 | in uint **RANDOM_SEED**         | Random seed used as base for random.                      |
 +---------------------------------+-----------------------------------------------------------+
 +---------------------------------+-----------------------------------------------------------+