skslc can now be compiled with no Skia dependencies, in preparation for its eventual
This reverts commit 9bd301d640ff63c280b202c7dd00bc00a3315ff4.
Bug: skia:
Change-Id: I5ad3f77ef33aa5ce2fd27fe383c9339c571663a1
Reviewed-on: https://skia-review.googlesource.com/10964
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
diff --git a/src/sksl/README b/src/sksl/README
index 25b07c1..5e8e21b 100644
--- a/src/sksl/README
+++ b/src/sksl/README
@@ -1,7 +1,7 @@
Overview
========
-SkSL ("Skia Shading Language") is a variant of GLSL which is used as Skia's
+SkSL ("Skia Shading Language") is a variant of GLSL which is used as Skia's
internal shading language. SkSL is, at its heart, a single standardized version
of GLSL which avoids all of the various version and dialect differences found
in GLSL "in the wild", but it does bring a few of its own changes to the table.
@@ -15,7 +15,7 @@
SkSL is based on GLSL 4.5. For the most part, write SkSL exactly as you would
desktop GLSL, and the SkSL compiler will take care of version and dialect
differences (for instance, you always use "in" and "out", and skslc will handle
-translating them to "varying" and "attribute" as appropriate). Be aware of the
+translating them to "varying" and "attribute" as appropriate). Be aware of the
following differences between SkSL and GLSL:
* GLSL caps can be referenced via the syntax 'sk_Caps.<name>', e.g.
@@ -36,11 +36,11 @@
* use sk_VertexID instead of gl_VertexID
* the fragment coordinate is sk_FragCoord, and is always relative to the upper
left.
-* lowp, mediump, and highp are always permitted (but will only be respected if
+* lowp, mediump, and highp are always permitted (but will only be respected if
you run on a device which supports them)
* you do not need to include ".0" to make a number a float (meaning that
"vec2(x, y) * 4" is perfectly legal in SkSL, unlike GLSL where it would often
- have to be expressed "vec2(x, y) * 4.0". There is no performance penalty for
+ have to be expressed "vec2(x, y) * 4.0". There is no performance penalty for
this, as the number is converted to a float at compile time)
* type suffixes on numbers (1.0f, 0xFFu) are both unnecessary and unsupported
* creating a smaller vector from a larger vector (e.g. vec2(vec3(1))) is