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Misspelling in 'Custom post-processing' shader code

SaumyaBhushan 2 years ago
parent
commit
8b52c0b026

+ 3 - 3
tutorials/shaders/custom_postprocessing.rst

@@ -59,7 +59,7 @@ shader by `arlez80 <https://bitbucket.org/arlez80/hex-mosaic/src/master/>`_,
     shader_type canvas_item;
     shader_type canvas_item;
 
 
     uniform vec2 size = vec2(32.0, 28.0);
     uniform vec2 size = vec2(32.0, 28.0);
-    uniform sampler2D screen_texture : hint_screen_texture, repeat_disabled, filter_nearest;
+    uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
 
 
     void fragment() {
     void fragment() {
             vec2 norm_size = size * SCREEN_PIXEL_SIZE;
             vec2 norm_size = size * SCREEN_PIXEL_SIZE;
@@ -112,7 +112,7 @@ matter.
 
 
     shader_type canvas_item;
     shader_type canvas_item;
 
 
-    uniform sampler2D screen_texture : hint_screen_texture, repeat_disabled, filter_nearest;
+    uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
 
 
     // Blurs the screen in the X-direction.
     // Blurs the screen in the X-direction.
     void fragment() {
     void fragment() {
@@ -132,7 +132,7 @@ matter.
 
 
     shader_type canvas_item;
     shader_type canvas_item;
 
 
-    uniform sampler2D screen_texture : hint_screen_texture, repeat_disabled, filter_nearest;
+    uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
 
 
     // Blurs the screen in the Y-direction.
     // Blurs the screen in the Y-direction.
     void fragment() {
     void fragment() {

+ 1 - 1
tutorials/shaders/shaders_style_guide.rst

@@ -36,7 +36,7 @@ Here is a complete shader example based on these guidelines:
     uniform float contrast = 1.5;
     uniform float contrast = 1.5;
     uniform float saturation = 1.8;
     uniform float saturation = 1.8;
 
 
-    uniform sampler2D screen_texture : hint_screen_texture, repeat_disabled, filter_nearest;
+    uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
 
 
     void fragment() {
     void fragment() {
         vec3 c = textureLod(screen_texture, SCREEN_UV, 0.0).rgb;
         vec3 c = textureLod(screen_texture, SCREEN_UV, 0.0).rgb;