@@ -122,7 +122,7 @@ the depth value for ``z``.
122122 use Vulkan NDCs with a Z-range of ``[0.0, 1.0] ``. In contrast, the Compatibility
123123 renderer uses OpenGL NDCs with a Z-range of ``[-1.0, 1.0] ``. For the Compatibility
124124 renderer, replace the NDC calculation with this instead:
125-
125+
126126 .. code-block :: glsl
127127
128128 vec3 ndc = vec3(SCREEN_UV, depth) * 2.0 - 1.0;
@@ -154,7 +154,7 @@ the distance to the point.
154154 Because the camera is facing the negative ``z `` direction, the position will have a negative ``z `` value.
155155In order to get a usable depth value, we have to negate ``view.z ``.
156156
157- The world position can be constructed from the depth buffer using the following code, using the
157+ The world position can be constructed from the depth buffer using the following code, using the
158158``INV_VIEW_MATRIX `` to transform the position from view space into world space.
159159
160160.. code-block :: glsl
@@ -168,8 +168,8 @@ The world position can be constructed from the depth buffer using the following
168168 Example shader
169169--------------
170170
171- Once we add a line to output to ``ALBEDO ``, we have a complete shader that looks something like this.
172- This shader lets you visualize the linear depth or world space coordinates, depending on which
171+ Once we add a line to output to ``ALBEDO ``, we have a complete shader that looks something like this.
172+ This shader lets you visualize the linear depth or world space coordinates, depending on which
173173line is commented out.
174174
175175.. code-block :: glsl
@@ -223,8 +223,8 @@ Now, attach a script to the MeshInstance3D and use the following code:
223223 # Create a single triangle out of vertices:
224224 var verts = PackedVector3Array()
225225 verts.append(Vector3(-1.0, -1.0, 0.0))
226- verts.append(Vector3(-1.0, 3.0, 0.0))
227226 verts.append(Vector3(3.0, -1.0, 0.0))
227+ verts.append(Vector3(-1.0, 3.0, 0.0))
228228
229229 # Create an array of arrays.
230230 # This could contain normals, colors, UVs, etc.
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