From 80b20e53dc9443ede488ae727b330ffea18fcd9c Mon Sep 17 00:00:00 2001 From: Ray Date: Tue, 31 May 2016 17:41:01 +0200 Subject: [PATCH] Updated raylib generic uber shader and custom shaders (markdown) --- raylib-generic-uber-shader-and-custom-shaders.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/raylib-generic-uber-shader-and-custom-shaders.md b/raylib-generic-uber-shader-and-custom-shaders.md index 144e6fd..2965acd 100644 --- a/raylib-generic-uber-shader-and-custom-shaders.md +++ b/raylib-generic-uber-shader-and-custom-shaders.md @@ -1,6 +1,6 @@ -Dealing with custom shaders and make them generic is not an easy task. There are many things to consider for a shader because, after all, the shader is the responsible to process all the data (mesh, materials, textures, lighting) send to the GPU to generate the final frame. +Dealing with custom shaders and make them generic is not an easy task. There are many things to consider for a shader because, after all, the shader is the responsible to process all the data send to the GPU (mesh, materials, textures, lighting) to generate the final frame. -Find an unified generic shader to deal with all kind of stuff is very complicated and, after analysing some of the big engines out there, I decided to go for a custom uber-shader-based solution. +Find an unified generic shader to deal with all kind of stuff is very complicated and, after analyzing some of the big engines out there, I decided to go for a custom uber-shader-based solution. By default, raylib shader struct support the following data: ```c