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https://github.com/patriciogonzalezvivo/thebookofshaders
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Merge pull request #315 from acolle/master
Fixed wrong variable names in /appendix/04/
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commit
a0591e5670
@ -240,7 +240,7 @@ So not only can you retrieve a subset of your data, but you can also specify the
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vec4 color = vec4( 0.2, 0.8, 0.0, 1.0 );
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vec4 color = vec4( 0.2, 0.8, 0.0, 1.0 );
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//and retrieve the color components in the A,B,G,R order
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//and retrieve the color components in the A,B,G,R order
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vec4 backwards = v4.abgr; // backwards = vec4( 1.0, 0.0, 0.8, 0.2 );
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vec4 backwards = color.abgr; // backwards = vec4( 1.0, 0.0, 0.8, 0.2 );
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```
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```
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And of course, you can ask the same component multiple times:
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And of course, you can ask the same component multiple times:
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```glsl
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```glsl
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@ -248,7 +248,7 @@ And of course, you can ask the same component multiple times:
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vec4 color = vec4( 0.2, 0.8, 0.0, 1.0 );
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vec4 color = vec4( 0.2, 0.8, 0.0, 1.0 );
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//and retrieve a GAG vec3 based on the G & A channels of the color
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//and retrieve a GAG vec3 based on the G & A channels of the color
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vec3 GAG = v4.gag; // GAG = vec4( 0.8, 1.0, 0.8 );
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vec3 GAG = color.gag; // GAG = vec4( 0.8, 1.0, 0.8 );
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```
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```
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This is extremely handy to combine parts of vectors together, extract only the rgb channels of a RGBA color etc.
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This is extremely handy to combine parts of vectors together, extract only the rgb channels of a RGBA color etc.
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