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authorMatthias Clasen <mclasen@redhat.com>2020-09-28 14:00:38 -0400
committerMatthias Clasen <mclasen@redhat.com>2020-09-28 14:01:59 -0400
commitfe4f4d3719358a5de2f6a0e45e0445add58bff5f (patch)
tree403bef7a34f7d15b81dbe881e3c9b63a2cc17476
parente8d153760647a61d1484d931efa43db43303ae98 (diff)
downloadgtk+-matthiasc/glshader-node.tar.gz
gsk: Tweak GskGLShader long descmatthiasc/glshader-node
Reformulate one paragraph, as suggested by Benjamin.
-rw-r--r--gsk/gskglshader.c16
1 files changed, 7 insertions, 9 deletions
diff --git a/gsk/gskglshader.c b/gsk/gskglshader.c
index bc3feca245..93b20b933e 100644
--- a/gsk/gskglshader.c
+++ b/gsk/gskglshader.c
@@ -30,14 +30,12 @@
* each instance of use). A shader can also receive up to 4
* textures that it can use as input when producing the pixel data.
*
- * The typical way a #GskGLShader is used is as an argument to a
- * #GskGLShaderNode in the rendering hierarchy, and then the textures
- * it gets as input are constructed by rendering the child nodes to
- * textures before rendering the shader node itself. (Although you can
- * also pass texture nodes as children if you want to directly use a
- * texture as input). Note that the #GskGLShaderNode API is a bit
- * lowlevel, and highlevel code normally uses
- * gtk_snapshot_push_glshader() to produce the nodes.
+ #GskGLShader is usually used with gtk_snapshot_push_gl_shader()
+* to produce a #GskGLShaderNode in the rendering hierarchy, and then
+* its input textures are constructed by rendering the child nodes to
+* textures before rendering the shader node itself. (You can pass
+* texture nodes as children if you want to directly use a texture
+* as input).
*
* The actual shader code is GLSL code that gets combined with
* some other code into the fragment shader. Since the exact
@@ -56,7 +54,7 @@
* the shader language version is set to 150, and GSK_GL3 will be defined
* in the shader.
*
- * The main function the shader should implement is:
+ * The main function the shader must implement is:
*
* |[<!-- language="plain" -->
* void mainImage(out vec4 fragColor,