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authoraidanfnv <aidanf@nvidia.com>2025-07-27 09:58:31 -0700
committerGitHub <noreply@github.com>2025-07-27 16:58:31 +0000
commit6d399804a353154259cf4410940f144db8f9b5cf (patch)
treeb4049a34c4e1af6aa2e7dbf2cb59bc4ae28d9b85 /docs/user-guide/09-reflection.md
parentd311efd9d6ddc620f5960c6fc10f25daa628df6c (diff)
Fix broken links in User Guide (#7938)
* Fix broken links in User Guide * Fix link text with filename, use title
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diff --git a/docs/user-guide/09-reflection.md b/docs/user-guide/09-reflection.md
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@@ -21,14 +21,14 @@ Compiling a Program
-------------------
The first step in reflecting a shader program is, unsurprisingly, to compile it.
-Currently reflection information cannot be queried from code compiled via the command-line `slangc` tool, so applications that want to perform reflection on Slang shader code should use the [compilation API](08-compiling#using-the-compilation-api) to compile a program, and then use `getLayout()` to extract reflection information:
+Currently reflection information cannot be queried from code compiled via the command-line `slangc` tool, so applications that want to perform reflection on Slang shader code should use the [compilation API](08-compiling.md#using-the-compilation-api) to compile a program, and then use `getLayout()` to extract reflection information:
```c++
slang::IComponentType* program = ...;
slang::ProgramLayout* programLayout = program->getLayout(targetIndex);
```
-For more information, see the [relevant section](08-compiling#layout-and-reflection) of the chapter on compilation.
+For more information, see the [relevant section](08-compiling.md#layout-and-reflection) of the chapter on compilation.
Types and Variables
-------------------