diff options
-rw-r--r-- | gsk/gskglshader.c | 16 |
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, |