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authorMatthew Moulton <30711895+mmoult@users.noreply.github.com>2024-06-07 10:47:17 -0500
committerGitHub <noreply@github.com>2024-06-07 08:47:17 -0700
commit78d34f3b3cec6222f87fc69eddfe66f3fc91b1cf (patch)
tree3e3b2596e401c722de7c84b1e35a923d2051d0a7 /examples
parent7c6faf62158eed309f01bbef8a7b88e0c36459c7 (diff)
Improve documentation and example formatting consistency (#4299)
* Improve doc and example consistency Improve consistency of formatting in example shaders and remove trailing spaces in documentation files. Fix minor typos.
Diffstat (limited to 'examples')
-rw-r--r--examples/autodiff-texture/draw-quad.slang2
-rw-r--r--examples/autodiff-texture/reconstruct.slang4
-rw-r--r--examples/autodiff-texture/train.slang6
-rw-r--r--examples/gpu-printing/printing.slang15
-rw-r--r--examples/model-viewer/shaders.slang5
-rw-r--r--examples/shader-toy/example-effect.slang16
-rw-r--r--examples/shader-toy/shader-toy.slang2
7 files changed, 25 insertions, 25 deletions
diff --git a/examples/autodiff-texture/draw-quad.slang b/examples/autodiff-texture/draw-quad.slang
index 55a33b46b..6742e12fa 100644
--- a/examples/autodiff-texture/draw-quad.slang
+++ b/examples/autodiff-texture/draw-quad.slang
@@ -25,7 +25,7 @@ struct Fragment
struct VertexStageOutput
{
float2 uv : UV;
- float4 sv_position : SV_Position;
+ float4 sv_position : SV_Position;
};
[shader("vertex")]
diff --git a/examples/autodiff-texture/reconstruct.slang b/examples/autodiff-texture/reconstruct.slang
index c123010e5..8ea033160 100644
--- a/examples/autodiff-texture/reconstruct.slang
+++ b/examples/autodiff-texture/reconstruct.slang
@@ -28,8 +28,8 @@ void computeMain(uint3 threadIdx : SV_DispatchThreadID)
newDstValToAdd = (float3)dstVal.xyz * float3(1.0 / (dstVal.w * 65536.0));
float4 existingVal = 0.0;
-
- if (dstLayer < layerCount - 1 )
+
+ if (dstLayer < layerCount - 1)
{
uint parentOffset = mipOffset[(dstLayer + 1) / 4][(dstLayer + 1) % 4];
uint parentW = dstW / 2;
diff --git a/examples/autodiff-texture/train.slang b/examples/autodiff-texture/train.slang
index e171d3d71..c6a819d2f 100644
--- a/examples/autodiff-texture/train.slang
+++ b/examples/autodiff-texture/train.slang
@@ -2,12 +2,12 @@
// This class encapsulates a differentiable texture object that uses
// hardware sampling for the primal version, but substitutes a reference
-// interpolation implementation to generate backward pass.
-//
+// interpolation implementation to generate backward pass.
+//
// This specific implementation also makes the choice to use fast fixed point
// atomics to accumulate the derivative (suitable for this example, but maybe
// not in general)
-//
+//
struct DifferentiableTexture
{
RWStructuredBuffer<int> accumulateBuffer; // Per-mip-level accumulate buffer
diff --git a/examples/gpu-printing/printing.slang b/examples/gpu-printing/printing.slang
index 0abf57e34..dc1ea3d5f 100644
--- a/examples/gpu-printing/printing.slang
+++ b/examples/gpu-printing/printing.slang
@@ -55,7 +55,8 @@ enum PrintingOp
//
// The core allocation operation here is `_allocatePrintWords()`
- // Allocate space for one or more print commands.
+// Allocate space for one or more print commands.
+//
uint _allocatePrintWords(uint wordCount)
{
// We allocate the required number of words with an atomic, and
@@ -214,12 +215,12 @@ extension String : IPrintable
// to scale up to a two-argument `println()` function that can
// work for any combination of printable types.
- // Print two values, `a` and `b`.
- //
- // This function ensures that the values of `a` and `b`
- // are written out atomically, without values printed
- // from other threads spliced in between.
- //
+// Print two values, `a` and `b`.
+//
+// This function ensures that the values of `a` and `b`
+// are written out atomically, without values printed
+// from other threads spliced in between.
+//
void println<A : IPrintable, B : IPrintable>(A a, B b)
{
// To print two values atomically, we must first
diff --git a/examples/model-viewer/shaders.slang b/examples/model-viewer/shaders.slang
index 81ec89d03..d99a4b1da 100644
--- a/examples/model-viewer/shaders.slang
+++ b/examples/model-viewer/shaders.slang
@@ -90,7 +90,7 @@ struct BlinnPhong : IBRDF
// for our example cube, and the result is a non-finite value
// coming out of `evaluate()` if we include the specular term.
-// return kd*nDotL + ks*pow(nDotH, specularity);
+ // return kd*nDotL + ks*pow(nDotH, specularity);
return kd*nDotL;
}
};
@@ -142,7 +142,6 @@ interface IMaterial
// assumption in the shader code that `gMaterial` will be plugged
// in using an instance of `SimpleMaterial`
//
-//
struct SimpleMaterial : IMaterial
{
// We declare the properties we need as fields of the material type.
@@ -200,7 +199,7 @@ interface ILightEnv
float3 illuminate<B:IBRDF>(SurfaceGeometry g, B brdf, float3 wo);
//
// Note that the `illuminate()` method is allowed as an interface
- // requirement in Slang even though it is a generic. Constract that
+ // requirement in Slang even though it is a generic. Contrast that
// with C++ where a `template` method cannot be `virtual`.
};
diff --git a/examples/shader-toy/example-effect.slang b/examples/shader-toy/example-effect.slang
index 966894a87..a79f53192 100644
--- a/examples/shader-toy/example-effect.slang
+++ b/examples/shader-toy/example-effect.slang
@@ -43,29 +43,29 @@ void mainImage(out vec4 fragColor, in vec2 fragCoord)
float frequency = 5.0f;
vec2 pos = (uv + iTime*vec2(0.25f, 0.0f)) * frequency;
-
+
vec2 center = floor(pos + vec2(0.5));
-
+
float r0 = rand(center.x*3.0f + center.y*7.0f);
float r1 = rand(center.x*7.0f + center.y*13.0f);
float r2 = rand(center.x*13.0f + center.y*3.0f);
-
+
float p = mix(0.0f, 4.0f, r0);
float f = mix(5.0f, 8.0f, r1);
-
+
float a = 0.5f * (1.0f + cos(iTime*f + p));
-
+
float rad0 = mix(0.1, 0.4, r2);
float rad1 = mix(0.2, 0.9, r0);
-
+
float radius = 0.5f*mix(rad0, rad1, a);
vec2 delta = pos - center;
float distance = length(delta);
-
+
fragColor.xyz = vec3(r0, r1, r2);
fragColor.w = 1.0f;
-
+
if(distance > radius) fragColor.xyz = vec3(0.25f);
}
diff --git a/examples/shader-toy/shader-toy.slang b/examples/shader-toy/shader-toy.slang
index e434e2680..41949f389 100644
--- a/examples/shader-toy/shader-toy.slang
+++ b/examples/shader-toy/shader-toy.slang
@@ -330,7 +330,7 @@ struct mat2
// }
//
// Instead, we will define an ordinary function for the one case that
-// we 've run into in a test effect so far:
+// we've run into in a test effect so far:
//
void mulAssign(inout vec2 left, mat2 right)
{