From af3b8e45f6a4857bfdce151a6a34eff2f93907a4 Mon Sep 17 00:00:00 2001 From: AxorusMT <73608116+AxorusMT@users.noreply.github.com> Date: Mon, 2 Feb 2026 15:14:18 +0000 Subject: [PATCH] Fix typos in readme.md Corrected typos in the readme file for clarity. --- Tutorials/Tutorial01_HelloTriangle/readme.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Tutorials/Tutorial01_HelloTriangle/readme.md b/Tutorials/Tutorial01_HelloTriangle/readme.md index 9be834cf..63272ff0 100644 --- a/Tutorials/Tutorial01_HelloTriangle/readme.md +++ b/Tutorials/Tutorial01_HelloTriangle/readme.md @@ -9,7 +9,7 @@ and how to render a simple triangle. ## Shaders -This tutotial uses very basic shaders. The vertex shader generates a procedural triangle. It uses an array of hard-coded +This tutorial uses very basic shaders. The vertex shader generates a procedural triangle. It uses an array of hard-coded vertex positions in screen space and assigns red, green and blue colors to the vertices. The shader uses system-generated vertex id as an array index. @@ -37,7 +37,7 @@ void main(in uint VertId : SV_VertexID, PSIn.Color = Col[VertId]; } ``` -The shader is written in HLSL. Diligent Engine uses shader source code converter to translate HLSL +The shader is written in HLSL. Diligent Engine uses a shader source code converter to translate HLSL into GLSL when needed. It can also use shaders authored in GLSL, but there is no GLSL to HLSL converter. Pixel (fragment) shader simply interpolates vertex colors and is also written in HLSL: