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fix: Fix group_uniforms keyword
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internal/app/completion.go

Lines changed: 13 additions & 13 deletions
Original file line numberDiff line numberDiff line change
@@ -84,19 +84,19 @@ var completionItems = func() []lsp.CompletionItem {
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describedKeywords := map[string]string{
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// https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/shading_language.html#precision
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"lowp": "low precision, usually 8 bits per component mapped to 0-1",
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"mediump": "medium precision, usually 16 bits or half float",
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"highp": "high precision, uses full float or integer range (32 bit default)",
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"discard": "Discards the current fragment, preventing it from being drawn. Used in fragment shaders to skip rendering under certain conditions.",
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"in": "An agument only for reading",
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"out": "An argument only for writing",
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"inout": "An argument that is fully passed via reference",
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"shader_type": "Declares the type of shader being written, such as `canvas_item`, `spatial`, or `particle`.",
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"uniform": "Declares a variable that can be set from outside the shader",
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"varying": "Declares a variable that is passed between vertex and fragment shaders",
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"flat": "The value is not interpolated",
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"smooth": "The value is interpolated in a perspective-correct fashion. This is the default.",
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"uniform_group": "Group multiple uniforms together in the inspector",
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"lowp": "low precision, usually 8 bits per component mapped to 0-1",
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"mediump": "medium precision, usually 16 bits or half float",
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"highp": "high precision, uses full float or integer range (32 bit default)",
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"discard": "Discards the current fragment, preventing it from being drawn. Used in fragment shaders to skip rendering under certain conditions.",
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"in": "An agument only for reading",
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"out": "An argument only for writing",
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"inout": "An argument that is fully passed via reference",
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"shader_type": "Declares the type of shader being written, such as `canvas_item`, `spatial`, or `particle`.",
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"uniform": "Declares a variable that can be set from outside the shader",
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"varying": "Declares a variable that is passed between vertex and fragment shaders",
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"flat": "The value is not interpolated",
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"smooth": "The value is interpolated in a perspective-correct fashion. This is the default.",
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"group_uniforms": "Group multiple uniforms together in the inspector",
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}
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for label, doc := range describedKeywords {

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