diff --git a/README.md b/README.md index 395c9ea13..2ebddce3f 100644 --- a/README.md +++ b/README.md @@ -233,7 +233,7 @@ const char shaderSource[] = "..."; DescribedPipeline* pl = LoadPipeline(shaderSource); ``` ## Setting Uniforms -The shader sourse might contain a uniform or storage binding entry: +The shader source might contain a uniform or storage binding entry: ```wgsl @group(0) @binding(0) var Perspective_View: mat4x4f ``` @@ -332,14 +332,14 @@ More examples can be found in [here](https://github.com/manuel5975p/raygpu/tree/ - Metal (includes iOS) - Most importantly, [browsers](https://caniuse.com/webgpu). -It also includes a [specification of WGSL](https://www.w3.org/TR/WGSL/), a shading language that will can translated into any native shading language, like MSL, HLSL, GLSL and most importantly SPIR-V. This library includes an optional GLSL parser, making GLSL another option for input to be translated. +It also includes a [specification of WGSL](https://www.w3.org/TR/WGSL/), a shading language that can be translated into any native shading language, like MSL, HLSL, GLSL and most importantly SPIR-V. This library includes an optional GLSL parser, making GLSL another option for input to be translated. Mobile support is done with SDL, Web support for C++/ wasm programs is done by [Emscripten](https://emscripten.org/). - **Pros** - Full support for OpenGL(ES), Vulkan, DirectX 12 and Metal - Compute shaders and storage buffers **on all platforms** - Multi-windowing support - - True Headless Support (glfw, sdl, xlib etc. all **not** required) + - True Headless Support (glfw, sdl, xlib etc. are **not** required) - Highly portable, rendering backend is discovered at runtime - **Cons** - Not as lightweight and ubiquitous as OpenGL