Corrects some mistakes in the English version of Chapter 02

pull/171/head
Yvan Sraka 7 years ago
parent 8b7ddec8d4
commit c26665f93d

@ -10,23 +10,23 @@ If you are reading this book in a browser the previous block of code is interact
Although these simple lines of code don't look like a lot, we can infer substantial knowledge from them:
1. Shader Language has a single ```main``` function that returns a color at the end. This is similar to C.
1. Shader Language has a single `main` function that returns a color at the end. This is similar to C.
2. The final pixel color is assigned to the reserved global variable ```gl_FragColor```.
2. The final pixel color is assigned to the reserved global variable `gl_FragColor`.
3. This C-flavored language has built in *variables* (like ```gl_FragColor```), *functions* and *types*. In this case we've just been introduced to ```vec4``` that stands for a four dimensional vector of floating point precision. Later we will see more types like ```vec3``` and ```vec2``` together with the popular: ```float```, ```int``` and ```bool```.
3. This C-flavored language has built in *variables* (like `gl_FragColor`), *functions* and *types*. In this case we've just been introduced to `vec4` that stands for a four dimensional vector of floating point precision. Later we will see more types like `vec3` and `vec2` together with the popular: `float`, `int` and `bool`.
4. If we look closely to the ```vec4``` type we can infer that the four arguments respond to the RED, GREEN, BLUE and ALPHA channels. Also we can see that these values are *normalized*, which means they go from ```0.0``` to ```1.0```. Later, we will learn how normalizing values makes it easier to *map* values between variables.
4. If we look closely to the `vec4` type we can infer that the four arguments respond to the RED, GREEN, BLUE and ALPHA channels. Also we can see that these values are *normalized*, which means they go from `0.0` to `1.0`. Later, we will learn how normalizing values makes it easier to *map* values between variables.
5. Another important *C feature* we can see in this example is the presence of preprocessor macros. Macros are part of a pre-compilation step. With them it is possible to ```#define``` global variables and do some basic conditional operation ( with ```#ifdef``` and ```#endif```). All the macro comands begin with a hashtag (```#```). Pre-compilation happens right before compiling and copies all the calls to ```#defines``` and check ```#ifdef``` (is defined) and ```#ifndef``` (is not defined) conditionals. In our "hello world!" example above, we only insert the line 2 if ```GL_ES``` is defined, which mostly happens when the code is compiled on mobile devices and browsers.
5. Another important *C feature* we can see in this example is the presence of preprocessor macros. Macros are part of a pre-compilation step. With them it is possible to `#define` global variables and do some basic conditional operation (with `#ifdef` and `#endif`). All the macro comands begin with a hashtag (`#`). Pre-compilation happens right before compiling and copies all the calls to `#defines` and check `#ifdef` (is defined) and `#ifndef` (is not defined) conditionals. In our "hello world!" example above, we only insert the line 2 if `GL_ES` is defined, which mostly happens when the code is compiled on mobile devices and browsers.
6. Float types are vital in shaders, so the level of *precision* is crucial. Lower precision means faster rendering, but at the cost of quality. You can be picky and specify the precision of each variable that uses floating point. In the first line (```precision mediump float;```) we are setting all floats to medium precision. But we can choose to set them to low (```precision lowp float;```) or high (```precision highp float;```).
6. Float types are vital in shaders, so the level of *precision* is crucial. Lower precision means faster rendering, but at the cost of quality. You can be picky and specify the precision of each variable that uses floating point. In the first line (`precision mediump float;`) we are setting all floats to medium precision. But we can choose to set them to low (`precision lowp float;`) or high (`precision highp float;`).
7. The last, and maybe most important, detail is that GLSL specs dont guarantee that variables will be automatically casted. What does that mean? Manufacturers have different approaches to accelerate graphics card processes but they are forced to guarantee minimum specs. Automatic casting is not one of them. In our “hello world!” example ```vec4``` has floating point precision and for that it expects to be assigned with ```floats```. If you want to make good consistent code and not spend hours debugging white screens, get used to putting the point ( ```.``` ) in your floats. This kind of code will not always work:
7. The last, and maybe most important, detail is that GLSL specs dont guarantee that variables will be automatically casted. What does that mean? Manufacturers have different approaches to accelerate graphics card processes but they are forced to guarantee minimum specs. Automatic casting is not one of them. In our “hello world!” example `vec4` has floating point precision and for that it expects to be assigned with `floats`. If you want to make good consistent code and not spend hours debugging white screens, get used to putting the point (`.`) in your floats. This kind of code will not always work:
```glsl
void main() {
gl_FragColor = vec4(1,0,0,1); // ERROR
gl_FragColor = vec4(1,0,0,1); // ERROR
}
```
@ -36,7 +36,7 @@ Now that we've described the most relevant elements of our "hello world!" progra
* Try commenting out line 6 and not assigning any pixel value to the function.
* Try making a separate function that returns a specific color and use it inside ```main()```. As a hint, here is the code for a function that returns a red color:
* Try making a separate function that returns a specific color and use it inside `main()`. As a hint, here is the code for a function that returns a red color:
```glsl
vec4 red(){
@ -44,7 +44,7 @@ vec4 red(){
}
```
* There are multiple ways of constructing ```vec4``` types, try to discover other ways. The following is one of them:
* There are multiple ways of constructing `vec4` types, try to discover other ways. The following is one of them:
```glsl
vec4 color = vec4(vec3(1.0,0.0,1.0),1.0);

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