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alicialicsgreggman
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Fix syntax error in example glsl program
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webgl/lessons/fr/webgl-shaders-and-glsl.md

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@@ -200,7 +200,7 @@ on utilise la fonction `texture2D`.
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uniform sampler2D u_texture;
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void main() {
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vec2 coordonneesDeTexture = vec2(0.5, 0.5) // valeur au milieu de la texture
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vec2 coordonneesDeTexture = vec2(0.5, 0.5); // valeur au milieu de la texture
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gl_FragColor = texture2D(u_texture, coordonneesDeTexture);
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}
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webgl/lessons/ja/webgl-shaders-and-glsl.md

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@@ -246,7 +246,7 @@ uniformが配列として定義されている場合は、その値を一度に
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uniform sampler2D u_texture;
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void main() {
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vec2 texcoord = vec2(0.5, 0.5) // テクスチャの中央部の値を取得する。
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vec2 texcoord = vec2(0.5, 0.5); // テクスチャの中央部の値を取得する。
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gl_FragColor = texture2D(u_texture, texcoord);
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}
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webgl/lessons/ko/webgl-shaders-and-glsl.md

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@@ -219,7 +219,7 @@ TOC: 셰이더와 GLSL
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uniform sampler2D u_texture;
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void main() {
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vec2 texcoord = vec2(0.5, 0.5) // 텍스처 중앙에서 값 가져오기
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vec2 texcoord = vec2(0.5, 0.5); // 텍스처 중앙에서 값 가져오기
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gl_FragColor = texture2D(u_texture, texcoord);
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}
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webgl/lessons/ru/webgl-shaders-and-glsl.md

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Original file line numberDiff line numberDiff line change
@@ -217,7 +217,7 @@ Uniform-переменные могут быть многих типов. Для
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uniform sampler2D u_texture;
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void main() {
220-
vec2 texcoord = vec2(0.5, 0.5) // получение значение из центра текстуры
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vec2 texcoord = vec2(0.5, 0.5); // получение значение из центра текстуры
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gl_FragColor = texture2D(u_texture, texcoord);
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}
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webgl/lessons/webgl-shaders-and-glsl.md

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -210,7 +210,7 @@ function `texture2D` to extract a value from it.
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uniform sampler2D u_texture;
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void main() {
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vec2 texcoord = vec2(0.5, 0.5) // get a value from the middle of the texture
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vec2 texcoord = vec2(0.5, 0.5); // get a value from the middle of the texture
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gl_FragColor = texture2D(u_texture, texcoord);
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}
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webgl/lessons/zh_cn/webgl-shaders-and-glsl.md

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Original file line numberDiff line numberDiff line change
@@ -201,7 +201,7 @@ TOC: WebGL 着色器和GLSL
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uniform sampler2D u_texture;
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void main() {
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vec2 texcoord = vec2(0.5, 0.5) // 获取纹理中心的值
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vec2 texcoord = vec2(0.5, 0.5); // 获取纹理中心的值
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gl_FragColor = texture2D(u_texture, texcoord);
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}
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