From 417543b18ebeb28c8e28791141ca11243f6ae28f Mon Sep 17 00:00:00 2001 From: Alex Kraasch Date: Thu, 11 Jan 2024 16:25:24 +0100 Subject: [PATCH] Remove trailing whitespace. --- 05/README.md | 2 +- 06/README.md | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/05/README.md b/05/README.md index f0fd98f..54f199e 100644 --- a/05/README.md +++ b/05/README.md @@ -107,7 +107,7 @@ At the end of the last exercise we introduced some new functions. Now it’s tim Like chefs that collect spices and exotic ingredients, digital artists and creative coders have a particular love of working on their own shaping functions. -[Iñigo Quiles](http://www.iquilezles.org/) has a great collection of [useful functions](http://www.iquilezles.org/www/articles/functions/functions.htm). After reading [this article](http://www.iquilezles.org/www/articles/functions/functions.htm) take a look at the following translation of these functions to GLSL. Pay attention to the small changes required, like putting the "." (dot) on floating point numbers and using the GLSL name for *C functions*; for example instead of `powf()` use `pow()`: +[Iñigo Quiles](http://www.iquilezles.org/) has a great collection of [useful functions](http://www.iquilezles.org/www/articles/functions/functions.htm). After reading [this article](http://www.iquilezles.org/www/articles/functions/functions.htm) take a look at the following translation of these functions to GLSL. Pay attention to the small changes required, like putting the "." (dot) on floating point numbers and using the GLSL name for *C functions*; for example instead of `powf()` use `pow()`:
diff --git a/06/README.md b/06/README.md index addb535..0c2993e 100644 --- a/06/README.md +++ b/06/README.md @@ -93,7 +93,7 @@ By mapping the position on the x axis to the Hue and the position on the y axis ### HSB in polar coordinates -HSB was originally designed to be represented in polar coordinates (based on the angle and radius) instead of cartesian coordinates (based on x and y). To map our HSB function to polar coordinates we need to obtain the angle and distance from the center of the billboard to the pixel coordinate. For that we will use the [`length()`](../glossary/?search=length) function and [`atan(y,x)`](../glossary/?search=atan) (which is the GLSL version of the commonly used `atan2(y,x)`). +HSB was originally designed to be represented in polar coordinates (based on the angle and radius) instead of cartesian coordinates (based on x and y). To map our HSB function to polar coordinates we need to obtain the angle and distance from the center of the billboard to the pixel coordinate. For that we will use the [`length()`](../glossary/?search=length) function and [`atan(y,x)`](../glossary/?search=atan) (which is the GLSL version of the commonly used `atan2(y,x)`). When using vector and trigonometric functions, `vec2`, `vec3` and `vec4` are treated as vectors even when they represent colors. We will start treating colors and vectors similarly, in fact you will come to find this conceptual flexibility very empowering.