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Merge pull request #344 from xhwanlan/patch

fix: Delete duplicate words & Format the code
Vaclav Elias 1 year ago
parent
commit
ac0c89cad1

+ 6 - 6
en/manual/graphics/effects-and-shaders/custom-shaders.md

@@ -55,7 +55,7 @@ You can also use custom shaders to create custom post effects. For more informat
 
 
     >[!Note]
     >[!Note]
     >To be accessible from the Game Studio Property Grid, the shader must inherit from `ComputeColor`.
     >To be accessible from the Game Studio Property Grid, the shader must inherit from `ComputeColor`.
-    >As '`ComputeColor` always returns a float4 value, properties that take float values (eg metalness and gloss maps) use the first component (the red component) of the value returned by `ComputeColor`. 
+    >As `ComputeColor` always returns a float4 value, properties that take float values (eg metalness and gloss maps) use the first component (the red component) of the value returned by `ComputeColor`. 
 
 
 7. Save all the files in the solution (**File > Save All**).
 7. Save all the files in the solution (**File > Save All**).
 
 
@@ -127,11 +127,11 @@ For example, the code below defines and uses the dynamic parameter `Frequency`:
 ```cs
 ```cs
 shader ComputeColorWave: ComputeColor, Texturing
 shader ComputeColorWave: ComputeColor, Texturing
 {
 {
-	cbuffer PerMaterial
-	{
-		stage float Frequency = 1.0f;
-	}
-	
+    cbuffer PerMaterial
+    {
+        stage float Frequency = 1.0f;
+    }
+
     override float4 Compute()
     override float4 Compute()
     {
     {
         return sin(( Global.Time ) * 2 * 3.14 * Frequency);
         return sin(( Global.Time ) * 2 * 3.14 * Frequency);

+ 1 - 1
en/manual/graphics/low-level-api/textures-and-render-textures.md

@@ -51,7 +51,7 @@ var myDepthBuffer = Texture.New2D(GraphicsDevice, 512, 512, false, PixelFormat.D
 
 
 ### Use a render target
 ### Use a render target
 
 
-Once these buffers are created, you can can easily set them as current render textures.
+Once these buffers are created, you can easily set them as current render textures.
 
 
 ### Code: Use a render target
 ### Code: Use a render target
 
 

+ 5 - 5
jp/manual/graphics/effects-and-shaders/custom-shaders.md

@@ -265,11 +265,11 @@ For example, the code below defines and uses the dynamic parameter `Frequency`:
 ```cs
 ```cs
 shader ComputeColorWave: ComputeColor, Texturing
 shader ComputeColorWave: ComputeColor, Texturing
 {
 {
-	cbuffer PerMaterial
-	{
-		stage float Frequency = 1.0f;
-	}
-	
+    cbuffer PerMaterial
+    {
+        stage float Frequency = 1.0f;
+    }
+
     override float4 Compute()
     override float4 Compute()
     {
     {
         return sin(( Global.Time ) * 2 * 3.14 * Frequency);
         return sin(( Global.Time ) * 2 * 3.14 * Frequency);