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authorGangzheng Tong <gtong@nvidia.com>2025-04-11 15:34:07 -0700
committerGitHub <noreply@github.com>2025-04-11 22:34:07 +0000
commit8e6af6259bd1dd47d81c36f0562ff362ca5d42c3 (patch)
tree86e7a9671dae748922ca18eec544a318cd708443 /docs/user-guide/00-introduction.md
parent61a6c211b1587a7b9ed6a24ae1ba6fe0600c80d8 (diff)
Fix user-guide typos (#6789)
* Fix user-guide typos Use LLM to scan each of the markdown files to fix typos. Try not to change anything but the typos in this CL. * typo not caught by LLM * add output of ./build_toc.ps1
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@@ -21,11 +21,11 @@ Some of the benefits of Slang include:
* _Parameter blocks_ allow shader parameters to be grouped by update rate in order to take advantage of Direct3D 12 descriptor tables and Vulkan descriptor sets, without verbose and error-prone per-parameter markup
-* _Interfaces_ and _generics_ provide first-class alternative to hacky preprocessor-based or string-pasting shader specialization. Preprocessor hacks can be replaced with a well-understood language feature already used in Rust, Swift, C#, Java, and more.
+* _Interfaces_ and _generics_ provide first-class alternatives to hacky preprocessor-based or string-pasting shader specialization. Preprocessor hacks can be replaced with a well-understood language feature already used in Rust, Swift, C#, Java, and more.
* _Automatic differentiation_ greatly simplifies the implementation of learning-based techniques in shaders. Slang supports automatically generating both forward derivative and backward derivative propagation functions from forward computation code.
-* Slang supports a first class _module_ system, which enables true separate compilation and semantic checking of shader code.
+* Slang supports a first-class _module_ system, which enables true separate compilation and semantic checking of shader code.
* Slang supports compute, rasterization, and ray-tracing shaders