From 4236baf56a9e19bd71d731a7e092ffa56a70e022 Mon Sep 17 00:00:00 2001 From: Delyan Angelov Date: Fri, 7 Mar 2025 21:50:07 +0200 Subject: [PATCH] docs: fix old links in the `v shader` section, to their current equivalents on the `master` branch --- doc/docs.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/doc/docs.md b/doc/docs.md index 5dc16750a0..6dbf8d3095 100644 --- a/doc/docs.md +++ b/doc/docs.md @@ -5469,7 +5469,7 @@ To disable formatting for a block of code, wrap it with `// vfmt off` and ### v shader You can use GPU shaders with V graphical apps. You write your shaders in an -[annotated GLSL dialect](https://github.com/vlang/v/blob/1d8ece7/examples/sokol/02_cubes_glsl/cube_glsl.glsl) +[annotated GLSL dialect](https://github.com/vlang/v/blob/master/examples/sokol/02_cubes_glsl/cube_glsl.glsl) and use `v shader` to compile them for all supported target platforms. ```shell @@ -5477,7 +5477,7 @@ v shader /path/to/project/dir/or/file.v ``` Currently you need to -[include a header and declare a glue function](https://github.com/vlang/v/blob/c14c324/examples/sokol/02_cubes_glsl/cube_glsl.v#L43-L46) +[include a header and declare a glue function](https://github.com/vlang/v/blob/master/examples/sokol/02_cubes_glsl/cube_glsl.v#L25-L28) before using the shader in your code. ### Profiling