Updated comments for PShader.java

This commit is contained in:
Anadroid
2020-09-15 10:36:57 +02:00
parent 8a7c9571fa
commit 296f94d956
+9 -6
View File
@@ -33,14 +33,16 @@ import java.nio.IntBuffer;
import java.util.HashMap;
/**
* This class encapsulates a GLSL shader program, including a vertex
* and a fragment shader. Based on the GLSLShader class from GLGraphics, which
* in turn was originally based in the code by JohnG:
* http://processing.org/discourse/beta/num_1159494801.html
* This class encapsulates a GLSL shader program, including a vertex and a
* fragment shader. It's compatible with the P2D and P3D renderers, but not with
* the default renderer. Use the <b>loadShader()</b> function to load your
* shader code. [Note: It's strongly encouraged to use <b>loadShader()</b> to
* create a PShader object, rather than calling the PShader constructor
* manually.]
*
* @webref rendering:shaders
* @webBrief This class encapsulates a GLSL shader program, including a vertex
* and a fragment shader.
* and a fragment shader.
*/
public class PShader implements PConstants {
static protected final int POINT = 0;
@@ -384,7 +386,8 @@ public class PShader implements PConstants {
}
/**
* Sets a variable within the shader
* Sets the uniform variables inside the shader to modify the effect while the
* program is running.
*
* @webref rendering:shaders
* @webBrief Sets a variable within the shader