interfaces.txt: Fix typos

This commit is contained in:
Philip Taylor 2016-02-21 20:12:54 +00:00
parent 8555ed865c
commit d8a5eb75fc
1 changed files with 6 additions and 6 deletions

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@ -96,7 +96,7 @@ interface block must: match exactly, as described above. At an interface
involving the fragment shader inputs, the presence or absence of any
built-in output does not affect the interface matching.
Any input value to a shader stage is well-defined as long as the preceeding
Any input value to a shader stage is well-defined as long as the preceding
stages writes to a matching output, as described above.
Additionally, scalar and vector inputs are well-defined if there
@ -165,7 +165,7 @@ order.
The locations consumed by block and structure members are determined
by applying the rules above in a depth-first traversal of the instantiated
members as though the structure or block member were declared as in input or
members as though the structure or block member were declared as an input or
output variable of the same type.
Any two inputs listed as operands on the same code:OpEntryPoint mustnot: be
@ -217,7 +217,7 @@ and components 0 and 1 of the second location. This leaves components
A scalar or two-component 64-bit data type mustnot: specify a
code:Component decoration of 1 or 3.
A code:Component decoration mustnot: be specified any type that is
A code:Component decoration mustnot: be specified for any type that is
not a scalar or vector.
@ -325,7 +325,7 @@ form the _fragment input attachment interface_. These variables must:
be declared with a type of code:OpImageType and a code:Dim operand
of code:SubpassData.
A fragment shader input variable identified with a code:InputAttachmentIndex
A fragment shader input variable identified with an code:InputAttachmentIndex
decoration of _i_ reads from the input attachment indicated by
pname:pInputAttachments[_i_]. If the input variable is declared as
an array of size N, it consumes N consecutive input attachments, starting
@ -735,7 +735,7 @@ location of the sample corresponding to the shader invocation when using
sample shading.
+
The z component of code:FragCoord is the interpolated depth value of the
primitive, and the w components is the interpolated
primitive, and the w component is the interpolated
latexmath:[$\frac{1}{w}$].
+
The code:FragCoord decoration is only supported in fragment shaders. The
@ -976,7 +976,7 @@ vertex processing stage, the output position is used in subsequent primitive
assembly, clipping and rasterization operations.
+
Variables decorated as code:Position mustnot: be used as inputs in vertex
shaders and are mustnot: be used in fragment or compute shaders.
shaders and mustnot: be used in fragment or compute shaders.
+
code:Position must: be declared as a four-component vector of 32-bit
floating-point values.