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chore: add missing anchors for shader secrets course
1 parent 00aec55 commit f8fbea9

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2 files changed

+5
-6
lines changed

2 files changed

+5
-6
lines changed

godot/Shaders/interactive_snow.shader

Lines changed: 3 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -13,7 +13,7 @@ uniform sampler2D dirt_texture: hint_albedo;
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uniform sampler2D dirt_texture_normal: hint_normal;
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uniform sampler2D dirt_texture_roughness;
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uniform sampler2D blend_texture;
16-
// ANCHOR: textures
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// END: textures
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uniform float snow_height = 0.3;
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uniform float snow_sharpness: hint_range(0.3, 20.0, 0.1) = 3.0;
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uniform vec2 textures_tiling = vec2(4.0);
@@ -53,8 +53,7 @@ void fragment() {
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float dirt_roughness = texture(dirt_texture_roughness, world_uv_tiled).r;
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float noise_interp = texture(blend_texture, world_uv_tiled * 0.7).r;
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// END: sampling
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// ANCHOR: overlay
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// overlay overlay_blend_mode
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// ANCHOR: overlay_blend_mode
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float snow_interp = mix(
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mask * noise_interp * 2.0,
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1.0 - 2.0 * (1.0 - mask) * (1.0 - noise_interp),
@@ -70,4 +69,4 @@ void fragment() {
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ROUGHNESS = mix(dirt_roughness, snow_rougness, snow_interp);
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// END: mix
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}
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// END: all
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// END: all

godot/Shaders/stylized_waterfall.shader

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -100,7 +100,7 @@ void fragment() {
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// ANCHOR: linear_depth
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float depth_delta = VERTEX.z - view_depth.z;
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// END: linear_depth
103-
// ANCHOR: depth_noramlized
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// ANCHOR: depth_normalized
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float depth_normalized = smoothstep(0.0, max_depth, depth_delta);
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// END: depth_normalized
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// ANCHOR: water_color
@@ -166,4 +166,4 @@ void fragment() {
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ALPHA = mix(water_color, foam_color, foam_factor).a;
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// END: albedo
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}
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}
169+
}

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