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