Replace British spelling and fix various typos

This commit is contained in:
Yuri Sizov
2020-04-01 12:23:23 +03:00
parent e4237e2948
commit 135b33b768
25 changed files with 45 additions and 45 deletions

View File

@@ -91,8 +91,8 @@ When displaying depth directly from the ``DEPTH_TEXTURE``, everything will look
white unless it is very close. This is because the depth buffer stores objects closer
to the camera using more bits than those further, so most of the detail in depth
buffer is found close to the camera. In order to make the depth value align with world or
model coordinates, we need to linearise the value. When we apply the projection matrix to the
vertex position, the z value is made nonlinear, so to linearise it, we multiply it by the
model coordinates, we need to linearize the value. When we apply the projection matrix to the
vertex position, the z value is made nonlinear, so to linearize it, we multiply it by the
inverse of the projection matrix, which in Godot, is accessible with the variable
``INV_PROJECTION_MATRIX``.

View File

@@ -143,7 +143,7 @@ the texture color for such nodes, use:
COLOR = texture(TEXTURE, UV);
This differs from the behaviour of the built-in normal map. If a normal map is attached, Godot uses
This differs from the behavior of the built-in normal map. If a normal map is attached, Godot uses
it by default and assigns its value to the built-in ``NORMAL`` variable. If you are using a normal
map meant for use in 3D, it will appear inverted. In order to use it in your shader, you must assign
it to the ``NORMALMAP`` property. Godot will handle converting it for use in 2D and overwriting ``NORMAL``.

View File

@@ -625,7 +625,7 @@ to shaders, Godot converts the type automatically. Below is a table of the corre
+-----------------+-----------+
.. note:: Be careful when setting shader uniforms from GDScript, no error will be thrown if the
type does not match. Your shader will just exhibit undefined behaviour.
type does not match. Your shader will just exhibit undefined behavior.
Uniforms can also be assigned default values: