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fixed table in readme

Dalton Nell 7 anos atrás
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 ### Shaders
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 ### Shaders
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 Slop allows for chained post-processing shaders. Shaders are written in a language called GLSL, and have access to the following data from slop:
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 Slop allows for chained post-processing shaders. Shaders are written in a language called GLSL, and have access to the following data from slop:
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 | GLSL Name  | Data Type      | Bound to                                                                                        |
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 | GLSL Name  | Data Type      | Bound to                                                                                        |
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 |------------|----------------|-------------------------------------------------------------------------------------------------|
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 |------------|----------------|-------------------------------------------------------------------------------------------------|
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 | mouse      | vec2           | The mouse position on the screen.                                                               |
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 | mouse      | vec2           | The mouse position on the screen.                                                               |
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 | screenSize | vec2           | The dimensions of the screen, where the x value is the width.                                   |
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 | screenSize | vec2           | The dimensions of the screen, where the x value is the width.                                   |
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 | position   | vec2 attribute | This contains the vertex data for the rectangle. Only contains (0,0), (1,0), (1,1), and (0,1).  |
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 | position   | vec2 attribute | This contains the vertex data for the rectangle. Only contains (0,0), (1,0), (1,1), and (0,1).  |
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 | uv         | vec2 attribute | Same as the position, this contians the UV information of each vertext.                         |
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 | uv         | vec2 attribute | Same as the position, this contians the UV information of each vertext.                         |
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 The desktop texture is upside-down because flipping it would cost valuable time.
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 The desktop texture is upside-down because flipping it would cost valuable time.
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 Shaders must be placed in your `${XDG_CONFIG_HOME}/slop` directory, where *XDG_CONFIG_HOME* is typically `~/.config/`. This folder won't exist unless you make it yourself.
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 Shaders must be placed in your `${XDG_CONFIG_HOME}/slop` directory, where *XDG_CONFIG_HOME* is typically `~/.config/`. This folder won't exist unless you make it yourself.