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Merge pull request #7 from raynecloudy/main
proofreading + "edit on github" bug fix
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docs/PostProcessing/index.md

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# Post Processing Shaders
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# Post-Processing Shaders
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Post processing shaders are what they sound like. These shaders run after (post-) processing happens.
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Post-processing shaders are exactly what they sound like. These shaders run after (post-) initial processing happens. Instead of affecting how objects are drawn, they can apply final visual effects before the user sees the frame.
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Instead of affecting how objects are drawn, they can apply final visual effects, before the user sees the frame.
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Post-processing effects can include:
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Post processing effects can include:
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- Bloom
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- [Bloom](Bloom.md)
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- [Chromatic Aberration](ChromaticAbberation.md)
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- Motion Blur
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- Sharpening
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- Chromatic Aberration
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- [Vignette](Vignette.md)
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and a lot of other very cool stuff.

docs/Resources/godot.md

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docs/Resources/index.md

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# Resources
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This is where a bunch of external resources will be linked for extra enrichment that may be out of scope for TLOS.
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This page provides a list of external resources for learning and extra enrichment.
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## Resource contribution
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Add as many as you want, as long as they add something valuable and isn't just a total copy-paste or distraction. Links only please!
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- [Godot Shader Docs](https://docs.godotengine.org/en/stable/tutorials/shaders/index.html)

docs/index.md

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The Library of Shaders is an open-source project that intends to release **copyright and license free** examples and explanations of miscellaneous shader effects, in order to empower developers to learn and develop shader effects themselves.
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All shader code here is written to be valid **GLSL** or **OpenGL Shading Language**. We define a few variables which match the [ShaderToy](https://www.shadertoy.com/new) environment for ease of testing, but they can be easily adapted as needed.
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All shader code here is written in valid **GLSL** or **OpenGL Shading Language**.
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## Variables
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We define a few variables that match the [ShaderToy](https://www.shadertoy.com/new) environment for ease of testing, but they can be easily adapted if you use another shader language (e.g. Godot's shader language) as needed.
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```js
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// ShaderToy uniforms
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uniform vec3 iResolution; // viewport resolution (in pixels)
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uniform vec4 iDate; // (year, month, day, time in seconds)
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```
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These are the uniforms defined by **ShaderToy**, and the shader examples in this library use them, as mentioned before, for ease of testing.
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If ShaderToy does not have a uniform for a certain thing that the shader requires, it will be explained in the article, and the uniforms will still follow the naming convention for ShaderToy. An example of this is **vertex shaders**. As ShaderToy is mainly a playground for **fragment shaders**, there's nothing like `uniform mat4 iModel;`. However, we still have a section for vertex shaders, they just won't be able to run in the ShaderToy environment.
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Articles will explain any uniforms not available in ShaderToy, and you can refer back here to get an explanation for any uniforms which are available in ShaderToy.
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If ShaderToy does not have a uniform for a certain thing that the shader requires, it will be explained in the article, and the uniforms will still follow the naming convention for ShaderToy. An example of this is **vertex shaders**. Because ShaderToy is mainly a playground for **fragment shaders**, there's nothing like `uniform mat4 iModel;`. However, we still have a section for vertex shaders, they just won't be able to run in the ShaderToy environment.
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Other shading langages, such as Godot's shader language, are quite similar to GLSL, and therefore easy to adapt these shaders to.
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Articles will explain any uniforms not available in ShaderToy.
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## Contributing
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All contributions are welcomed, and the contribution guide can be viewed on the [github repository](https://github.com/Snorfield/The-Library-Of-Shaders). This library is built by developers for developers, and we appreciate everyone's help.
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All contributions are welcomed, and the contribution guide can be viewed on the [GitHub repository](https://github.com/Snorfield/The-Library-Of-Shaders). This library is built by developers for developers, and we appreciate everyone's help.
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This should go without being said, but we strive to follow the principals of the [5 Wikipedian Pillars](https://en.wikipedia.org/wiki/Wikipedia:Five_pillars).
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We strive to follow the principals of the [5 Wikipedian Pillars](https://en.wikipedia.org/wiki/Wikipedia:Five_pillars).
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## Licensing and Copyright
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This entire library, and all work inside it, is licensed **Creative Commons Zero**. You can do anything you want with it, including clone the entire website. The license information is avalible on the [repository](https://github.com/Snorfield/The-Library-Of-Shaders/blob/main/LICENSE).
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This entire library, and all work inside of it, is licensed under **Creative Commons Zero**. You can read the full text [here](https://github.com/Snorfield/The-Library-Of-Shaders/blob/main/LICENSE).

mkdocs.yml

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site_name: The Library Of Shaders
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site_description: Copyright and license free library of shaders and explanations to empower developers to learn shader development
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repo_url: https://github.com/The-Library-Of-Shaders/the-library-of-shaders
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edit_uri: edit/main/docs/
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extra_css:
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- Fragment Shaders:
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- Index: Fragment/index.md
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- Post Processing:
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- Post-Processing:
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- Index: PostProcessing/index.md
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- Chromatic Aberration: PostProcessing/ChromaticAberration.md
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- Bloom: PostProcessing/Bloom.md
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- Vignette: PostProcessing/Vignette.md
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- Gaussian Blur: PostProcessing/GaussianBlur.md
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- Resources:
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- Index: Resources/index.md
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- Godot 4.X: Resources/godot.md
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- Resources: Resources/index.md
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