diff --git a/Shaders/custom_mat_presets/custom_mat_deferred.vert.glsl b/Shaders/custom_mat_presets/custom_mat_deferred.vert.glsl index a5d66425..3a48c29a 100644 --- a/Shaders/custom_mat_presets/custom_mat_deferred.vert.glsl +++ b/Shaders/custom_mat_presets/custom_mat_deferred.vert.glsl @@ -5,7 +5,7 @@ uniform mat4 WVP; // Matrix to transform normals from local into world space uniform mat3 N; -// Position and normal vector in local space for the current vertex +// Position and normal vectors of the current vertex in local space // Armory packs the vertex data to preserve memory, so nor.z values are // saved in pos.w in vec4 pos; // pos.xyz, nor.w diff --git a/Shaders/custom_mat_presets/custom_mat_forward.vert.glsl b/Shaders/custom_mat_presets/custom_mat_forward.vert.glsl index 12f10a5d..a1d12fd7 100644 --- a/Shaders/custom_mat_presets/custom_mat_forward.vert.glsl +++ b/Shaders/custom_mat_presets/custom_mat_forward.vert.glsl @@ -3,7 +3,7 @@ // World to view projection matrix to correctly position the vertex on screen uniform mat4 WVP; -// Position and normal vector in local space for the current vertex +// Position vector of the current vertex in local space in vec3 pos; void main() {