From 54f368c4defeca59782492d06d4347b520469c05 Mon Sep 17 00:00:00 2001 From: Florent Guiocheau Date: Tue, 27 Aug 2024 16:33:50 +0200 Subject: [PATCH] Fix shader language matrix row/col convention --- tutorials/shaders/shader_reference/shading_language.rst | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/tutorials/shaders/shader_reference/shading_language.rst b/tutorials/shaders/shader_reference/shading_language.rst index db74e561809..458299a5751 100644 --- a/tutorials/shaders/shader_reference/shading_language.rst +++ b/tutorials/shaders/shader_reference/shading_language.rst @@ -155,8 +155,8 @@ Individual scalar members of vector types are accessed via the "x", "y", "z" and equivalent. Use whatever fits best for your needs. For matrices, use the ``m[column][row]`` indexing syntax to access each scalar, -or ``m[idx]`` to access a vector by row index. For example, for accessing the y -position of an object in a mat4 you use ``m[3][1]``. +or ``m[column]`` to access a vector by column index. For example, for accessing the +y-component of the translation from a mat4 transform matrix (4th column, 2nd line) you use ``m[3][1]`` or ``m[3].y``. Constructing ~~~~~~~~~~~~ @@ -174,7 +174,7 @@ Construction of vector types must always pass: vec4 a = vec4(0.0); Construction of matrix types requires vectors of the same dimension as the -matrix. You can also build a diagonal matrix using ``matx(float)`` syntax. +matrix, interpreted as columns. You can also build a diagonal matrix using ``matx(float)`` syntax. Accordingly, ``mat4(1.0)`` is an identity matrix. .. code-block:: glsl