Jelajahi Sumber

Fix punctuation in shaders (#2118)

corrigentia 6 tahun lalu
induk
melakukan
a59b0a11a1
1 mengubah file dengan 12 tambahan dan 12 penghapusan
  1. 12 12
      tutorials/shading/shading_reference/shaders.rst

+ 12 - 12
tutorials/shading/shading_reference/shaders.rst

@@ -9,16 +9,16 @@ Introduction
 Shaders are unique programs that run on the GPU. They are used to specify how to take mesh
 Shaders are unique programs that run on the GPU. They are used to specify how to take mesh
 data (vertex positions, colors, normals, etc.) and draw them to the screen. Shaders do not process
 data (vertex positions, colors, normals, etc.) and draw them to the screen. Shaders do not process
 information the same way a normal program does because they are optimized for running on the GPU.
 information the same way a normal program does because they are optimized for running on the GPU.
-One consequence of this is that shaders do not retain their data after they run, they output a final
+One consequence of this is that shaders do not retain their data after they run; they output a final
 color to the screen and then move on. Accordingly, there is no way of accessing the color output from
 color to the screen and then move on. Accordingly, there is no way of accessing the color output from
 the last run of the shader.
 the last run of the shader.
 
 
-Godot uses a shader language very similar to GLSL but with added functionality and slightly less
+Godot uses a shader language very similar to GLSL, but with added functionality and slightly less
 flexibility. The reason for doing this is that Godot integrates built-in functionality to make
 flexibility. The reason for doing this is that Godot integrates built-in functionality to make
 writing complex shaders substantially easier. Godot wraps the user-written shader code in code
 writing complex shaders substantially easier. Godot wraps the user-written shader code in code
-of its own. This way Godot handles a lot of the low-level stuff that the user doesn't need to
+of its own. That way, Godot handles a lot of the low-level stuff that the user doesn't need to
 worry about, and it is able to parse your shader code and use it to affect the rendering pipeline.
 worry about, and it is able to parse your shader code and use it to affect the rendering pipeline.
-For more advanced shaders you can turn this functionality off using a render_mode.
+For more advanced shaders, you can turn this functionality off using a render_mode.
 
 
 This document provides you with some information about shaders, specific to Godot. For a detailed
 This document provides you with some information about shaders, specific to Godot. For a detailed
 reference of the shading language in Godot see the :ref:`Godot shading language doc<doc_shading_language>`.
 reference of the shading language in Godot see the :ref:`Godot shading language doc<doc_shading_language>`.
@@ -42,7 +42,7 @@ Valid types are:
 * :ref:`canvas_item <doc_canvas_item_shader>`: For 2D rendering.
 * :ref:`canvas_item <doc_canvas_item_shader>`: For 2D rendering.
 * :ref:`particles <doc_particle_shader>`: For particle systems.
 * :ref:`particles <doc_particle_shader>`: For particle systems.
 
 
-For detailed information on each shading type see the corresponding reference document.
+For detailed information on each shading type, see the corresponding reference document.
 
 
 Render modes
 Render modes
 ------------
 ------------
@@ -79,8 +79,8 @@ The ``vertex`` function is used to modify per-vertex information that will be pa
 function. It can also be used to establish variables that will be sent to the fragment function by using 
 function. It can also be used to establish variables that will be sent to the fragment function by using 
 varyings(see other doc).
 varyings(see other doc).
 
 
-By default Godot will take your vertex information and transform it accordingly to be drawn. If this is
-undesirable, you can use render modes to to transform the data yourself, see the 
+By default, Godot will take your vertex information and transform it accordingly to be drawn. If this is
+undesirable, you can use render modes to transform the data yourself; see the 
 :ref:`Spatial shader doc <doc_spatial_shader>` for an example of this.
 :ref:`Spatial shader doc <doc_spatial_shader>` for an example of this.
 
 
 Fragment processor
 Fragment processor
@@ -93,10 +93,10 @@ runs on every visible pixel the object or primitive draws. It is only available
 The standard use of the fragment function is to set up material properties that will be used to calculate 
 The standard use of the fragment function is to set up material properties that will be used to calculate 
 lighting. For example, you would set values for ``ROUGHNESS``, ``RIM``, or ``TRANSMISSION`` which would
 lighting. For example, you would set values for ``ROUGHNESS``, ``RIM``, or ``TRANSMISSION`` which would
 tell the light function how the lights respond to that fragment. This makes it possible to control a complex
 tell the light function how the lights respond to that fragment. This makes it possible to control a complex
-shading pipeline without the user having to write much code. If you don't need this built in functionality
+shading pipeline without the user having to write much code. If you don't need this built-in functionality,
 you can ignore it and write your own light processing function and Godot will optimize it away. For example, 
 you can ignore it and write your own light processing function and Godot will optimize it away. For example, 
 if you do not write a value to ``RIM``, Godot will not calculate rim lighting. During compilation, Godot checks
 if you do not write a value to ``RIM``, Godot will not calculate rim lighting. During compilation, Godot checks
-to see if ``RIM`` is used, if not it cuts all the corresponding code out. Therefore, you will not 
+to see if ``RIM`` is used; if not, it cuts all the corresponding code out. Therefore, you will not 
 waste calculations on effects that you do not use. 
 waste calculations on effects that you do not use. 
 
 
 Light processor
 Light processor
@@ -107,6 +107,6 @@ The ``light`` processor runs per pixel too, but also runs for every light that a
 ``fragment`` processor and typically operates on the material properties setup inside the ``fragment``
 ``fragment`` processor and typically operates on the material properties setup inside the ``fragment``
 function.
 function.
 
 
-The ``light`` processor works differently in 2D than it does in 3D, for a description of how it works
-in each, see their respective documentation. :ref:`CanvasItem shaders <doc_canvas_item_shader>` and 
-:ref:`Spatial shaders <doc_spatial_shader>`
+The ``light`` processor works differently in 2D than it does in 3D; for a description of how it works
+in each, see their documentation, :ref:`CanvasItem shaders <doc_canvas_item_shader>` and 
+:ref:`Spatial shaders <doc_spatial_shader>`, respectively.