diff --git a/apps/typegpu-docs/src/content/docs/blog/typegpu-0.11/index.mdx b/apps/typegpu-docs/src/content/docs/blog/typegpu-0.11/index.mdx index 5b5b554116..844eb88e95 100644 --- a/apps/typegpu-docs/src/content/docs/blog/typegpu-0.11/index.mdx +++ b/apps/typegpu-docs/src/content/docs/blog/typegpu-0.11/index.mdx @@ -159,7 +159,7 @@ common.writeSoA(particleBuffer, { ## Shader code ergonomics -There's been a lot of improvements to our shader generation, mainly in regards to compile-time execution and pruning of unreachable branches. +There have been a lot of improvements to our shader generation, mainly regarding comptime execution and pruning of unreachable branches. I will highlight some of them in the following sections. ### std.range @@ -190,9 +190,9 @@ var result = 0u; { result += 20u; } -```` +``` -Because `i` is known at compile-time, the `i * 10` is evaluated and injected into the generated code in each block. +Because `i` is known at comptime, the `i * 10` is evaluated and injected into the generated code in each block. For more, refer to [tgpu.unroll documentation.](/TypeGPU/fundamentals/utils/#tgpuunroll). ### Boolean logic @@ -291,7 +291,7 @@ function clampTo0(n: number) { ### New @typegpu/color helpers -There are three new helper functions importable from `@typegpu/color` which can be called at compile-time to create +There are three new helper functions importable from `@typegpu/color` which can be called at comptime to create color vectors from hexadecimal strings: `hexToRgb`, `hexToRgba` and `hexToOklab`. ```ts @@ -312,7 +312,7 @@ fn getGradientColor(t: f32) -> vec3f { var to = vec3f(0, 1, 0); return mix(from, to, t); } -```` +``` ### Bundler plugin rewrite