From 3243c1399f4f36eb76c0b539c904c69db86d18e8 Mon Sep 17 00:00:00 2001 From: jer Date: Tue, 5 Dec 2023 16:51:35 +1100 Subject: [PATCH] hotfix: typos in cheatsheet --- bevy-shaders-cheatsheet.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/bevy-shaders-cheatsheet.md b/bevy-shaders-cheatsheet.md index 91cc54c..ec86231 100644 --- a/bevy-shaders-cheatsheet.md +++ b/bevy-shaders-cheatsheet.md @@ -208,7 +208,7 @@ Then use this [rust-binding-code](https://github.com/alphastrata/shadplay/blob/d #[derive(AsBindGroup, TypeUuid, TypePath, Debug, Clone)] #[uuid = "c74e039a-3df7-4f71-bd1d-7fe4b25a2230"] struct DottedLineShader { - #[uniform(0)] + #[uniform(100)] // Make the uniform a big(ish) number to avoid clashing with existing bindings. uniforms: Holder, //RGBA } @@ -325,15 +325,15 @@ fn pR(out_point: vec2, angle: f32)-> vec2f { > from https://www.shadertoy.com/view/4t2cR1 - in `glsl`, when declaring structs, you terminate the lines of the fields with `;`, in wgsl you use `,`so: - this: \`\`\`glsl + this: +```glsl struct geometry { float dist; vec3 hit; int iterations; }; - \`\` +``` becomes: - ```rust struct Geometry { dist: f32,