From b70a60078b54bddd55d680d7c55e1aaab0b641e8 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Moritz=20Br=C3=BCckner?= Date: Fri, 12 Feb 2021 20:24:42 +0100 Subject: [PATCH] Fix and improve comments --- Shaders/custom_mat_presets/custom_mat_deferred.vert.glsl | 2 +- Shaders/custom_mat_presets/custom_mat_forward.vert.glsl | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) 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() {