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pull/34/head
Vladimír Vondruš 13 years ago
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a125964273
  1. 9
      src/AbstractShaderProgram.h
  2. 2
      src/Shaders/Phong.h
  3. 2
      src/Shaders/Vector.h

9
src/AbstractShaderProgram.h

@ -216,8 +216,9 @@ layout(binding = 1) uniform sampler2D specularTexture;
If you don't have the required extension (or if you want to change the layer
later), declare the uniforms without the `layout()` qualifier and set the
texture layer uniform using @ref setUniform(Int, Int). Note that additional
syntax changes may be needed for GLSL 1.20 and GLSL ES 1.0.
texture layer uniform using @ref setUniform(Int, const T&) "setUniform(Int, Int)".
Note that additional syntax changes may be needed for GLSL 1.20 and GLSL ES
1.0.
@code
uniform sampler2D diffuseTexture;
uniform sampler2D specularTexture;
@ -229,9 +230,9 @@ setUniform(SpecularTextureUniform, SpecularTextureLayer);
@see @ref Shader::maxTextureImageUnits()
@requires_gl42 %Extension @extension{ARB,shading_language_420pack} for explicit
texture layer binding instead of using setUniform(Int, Int).
texture layer binding instead of using @ref setUniform(Int, const T&) "setUniform(Int, Int)".
@requires_gl Explicit texture layer binding is not supported in OpenGL ES. Use
setUniform(Int, Int) instead.
@ref setUniform(Int, const T&) "setUniform(Int, Int)" instead.
@section AbstractShaderProgram-rendering-workflow Rendering workflow

2
src/Shaders/Phong.h

@ -37,7 +37,7 @@
namespace Magnum { namespace Shaders {
/**
@brief Phong shader
@brief %Phong shader
Uses ambient, diffuse and specular color or texture. For colored mesh you need
to provide @ref Position and @ref Normal attributes in your triangle mesh and

2
src/Shaders/Vector.h

@ -37,7 +37,7 @@
namespace Magnum { namespace Shaders {
/**
@brief Vector shader
@brief %Vector shader
Renders vector art in plain grayscale form. See also DistanceFieldVector
for more advanced effects.

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