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Fix shader array formatting (#3725)

Yuri Roubinsky 5 年之前
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c6c323b1c4
共有 1 个文件被更改,包括 17 次插入13 次删除
  1. 17 13
      tutorials/shading/shading_reference/shading_language.rst

+ 17 - 13
tutorials/shading/shading_reference/shading_language.rst

@@ -212,33 +212,33 @@ They can be initialized at the beginning like:
 
 
 .. code-block:: glsl
 .. code-block:: glsl
 
 
-      float float_arr[3] = float[3] (1.0, 0.5, 0.0); // first constructor
+    float float_arr[3] = float[3] (1.0, 0.5, 0.0); // first constructor
 
 
-      int int_arr[3] = int[] (2, 1, 0); // second constructor
+    int int_arr[3] = int[] (2, 1, 0); // second constructor
 
 
-      vec2 vec2_arr[3] = { vec2(1.0, 1.0), vec2(0.5, 0.5), vec2(0.0, 0.0) }; // third constructor
+    vec2 vec2_arr[3] = { vec2(1.0, 1.0), vec2(0.5, 0.5), vec2(0.0, 0.0) }; // third constructor
 
 
-      bool bool_arr[] = { true, true, false }; // fourth constructor - size is defined automatically from the element count
+    bool bool_arr[] = { true, true, false }; // fourth constructor - size is defined automatically from the element count
 
 
 You can declare multiple arrays (even with different sizes) in one expression:
 You can declare multiple arrays (even with different sizes) in one expression:
 
 
 .. code-block:: glsl
 .. code-block:: glsl
 
 
-      float a[3] = float[3] (1.0, 0.5, 0.0),
-       b[2] = { 1.0, 0.5 },
-       c[] = { 0.7 },
-       d = 0.0,
-       e[5];
+    float a[3] = float[3] (1.0, 0.5, 0.0),
+    b[2] = { 1.0, 0.5 },
+    c[] = { 0.7 },
+    d = 0.0,
+    e[5];
 
 
 To access an array element, use the indexing syntax:
 To access an array element, use the indexing syntax:
 
 
 .. code-block:: glsl
 .. code-block:: glsl
 
 
-      float arr[3];
+    float arr[3];
 
 
-      arr[0] = 1.0; // setter
+    arr[0] = 1.0; // setter
 
 
-      COLOR.r = arr[0]; // getter
+    COLOR.r = arr[0]; // getter
 
 
 Arrays also have a built-in function ``.length()`` (not to be confused with the built-in ``length()`` function). It doesn't accept any parameters and will return the array's size.
 Arrays also have a built-in function ``.length()`` (not to be confused with the built-in ``length()`` function). It doesn't accept any parameters and will return the array's size.
 
 
@@ -249,7 +249,9 @@ Arrays also have a built-in function ``.length()`` (not to be confused with the
         // ...
         // ...
     }
     }
 
 
-Note: If you use an index below 0 or greater than array size - the shader will crash and break rendering. To prevent this, use ``length()``, ``if``, or ``clamp()`` functions to ensure the index is between 0 and the array's length. Always carefully test and check your code. If you pass a constant expression or a simple number, the editor will check its bounds to prevent this crash.
+.. note::
+
+    If you use an index below 0 or greater than array size - the shader will crash and break rendering. To prevent this, use ``length()``, ``if``, or ``clamp()`` functions to ensure the index is between 0 and the array's length. Always carefully test and check your code. If you pass a constant expression or a simple number, the editor will check its bounds to prevent this crash.
 
 
 Global arrays
 Global arrays
 ~~~~~~~~~~~~~
 ~~~~~~~~~~~~~
@@ -257,6 +259,7 @@ Global arrays
 You can declare arrays at global space like:
 You can declare arrays at global space like:
 
 
 .. code-block:: glsl
 .. code-block:: glsl
+
     shader_type spatial;
     shader_type spatial;
 
 
     const lowp vec3 v[1] = lowp vec3[1] ( vec3(0, 0, 1) );
     const lowp vec3 v[1] = lowp vec3[1] ( vec3(0, 0, 1) );
@@ -266,6 +269,7 @@ You can declare arrays at global space like:
     }
     }
 
 
 .. note::
 .. note::
+
     Global arrays have to be declared as global constants, otherwise they can be declared the same as local arrays.
     Global arrays have to be declared as global constants, otherwise they can be declared the same as local arrays.
 
 
 Constants
 Constants