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authors-ol <s+removethis@s-ol.nu>2025-03-05 16:12:48 +0000
committers-ol <s+removethis@s-ol.nu>2025-03-10 11:45:04 +0000
commiteef72cc3930483b45bc4a2a9a081aee04db5ba33 (patch)
treeaa05d8053aea78571c68ab877b349fec0638a222 /README.md
parentimplement HAP decoding straight to compressed GPU texture (diff)
downloadglsl-view-eef72cc3930483b45bc4a2a9a081aee04db5ba33.tar.gz
glsl-view-eef72cc3930483b45bc4a2a9a081aee04db5ba33.zip
update for Zig 0.14.0
Diffstat (limited to 'README.md')
-rw-r--r--README.md6
1 files changed, 3 insertions, 3 deletions
diff --git a/README.md b/README.md
index df243f1..8db8703 100644
--- a/README.md
+++ b/README.md
@@ -11,7 +11,7 @@ GLSL uniforms are accessible as `/$UNIFORM_NAME`. The OSC type must match the GL
uniform float time = 0;
uniform dvec3 color;
- +
+ ----
/time f 123.56
/color ddd 0.5 0.1 0.1
@@ -21,7 +21,7 @@ Vectors and matrices can be indexed using integers or the GLSL swizzling keys (x
uniform vec3 color;
uniform mat3 mat;
- +
+ ----
/color/r f 0.5
/mat/0/y f 123
@@ -34,7 +34,7 @@ When built with ffmpeg, images and videos can be loaded as 2D or 3D textures:
uniform sampler3D videoA;
uniform sampler2DArray videoB;
- +
+ ----
/image s "image.jpg"
/videoA s "subdir/video_a.mp4"