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man: fix typos

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
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Yuxuan Shui 2022-08-21 06:13:24 +01:00
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@ -359,9 +359,9 @@ This secion describes the interface of a custom shader, how it is used by picom,
A custom shader is a GLSL fragment shader program, which can be used to override the default way of how a window is rendered. If a custom shader is used, the default picom effects (e.g. dimming, color inversion, etc.) will no longer be automatically applied. It would be the custom shader's responsibility to apply these effects.
The interface between picom and a custom shader is dependent on which backend is being used. The xrender backend doesn't support shader at all. Here we descibes the interface provided by the glx backend.
The interface between picom and a custom shader is dependent on which backend is being used. The xrender backend doesn't support shader at all. Here we descibe the interface provided by the glx backend.
The shader must defined a function, 'vec4 window_shader()', which would be the entry point of the shader. The returned 'vec4' will be used to set 'gl_FragColor'. A function, 'vec4 default_post_processing(vec4 c)', is provided from applying the default picom effects to input color 'c'.
The shader must define a function, 'vec4 window_shader()', which would be the entry point of the shader. The returned 'vec4' will be used to set 'gl_FragColor'. A function, 'vec4 default_post_processing(vec4 c)', is provided for applying the default picom effects to input color 'c'.
The following uniform/input variables are made available to the shader: