docs: fix all broken cross-reference links
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@@ -32,7 +32,7 @@ The logical connection to the GPU. Created from an [[adapter]](#adapter), the de
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## Fragment
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A potential pixel produced by the [[rasterizer]](#rasterizer). One fragment is generated per screen pixel that a [[primitive]](#primitive) covers. A fragment carries interpolated [[vertex]](#vertex) shader outputs, a depth value, and a color. The fragment may be later discarded by depth testing, stencil testing, or alpha testing during the [[output merge]](#output-merge)(graphics-pipeline.md#stage-5-output-merge) stage. Not every fragment becomes a visible pixel.
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A potential pixel produced by the [[rasterizer]](#rasterizer). One fragment is generated per screen pixel that a [[primitive]](#primitive) covers. A fragment carries interpolated [[vertex]](#vertex) shader outputs, a depth value, and a color. The fragment may be later discarded by depth testing, stencil testing, or alpha testing during the [[output merge]](#output-merge) ([Stage 5](graphics-pipeline.md#stage-5-output-merge)) stage. Not every fragment becomes a visible pixel.
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## Fragment shader
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@@ -74,7 +74,7 @@ The strategy passed to `device.poll()`, which processes all completed GPU comman
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How the display compositor handles frame buffer presentation: `PresentMode::Mailbox` uses triple buffering for tear-free rendering, `PresentMode::Fifo` provides VSYNC-locked double buffering, `PresentMode::Immediate` renders without synchronization (may show tearing).
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## Ndc
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## NDC
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Normalized Device Coordinates. The GPU's native intermediate coordinate space. X and Y range from -1.0 (left/bottom) to +1.0 (right/top). Z ranges from 0.0 (near clipping plane) to 1.0 (far clipping plane). Geometry is mapped into NDC by the GPU after perspective division. Anything outside this cube is clipped. See [[coordinate-systems.md]](coordinate-systems.md).
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@@ -79,7 +79,7 @@ Data flows between the vertex and fragment stages through a shared struct. The s
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The vertex shader produces a struct containing a `@builtin(position)` output plus any number of `@location` interpolants. The rasterizer takes these outputs, assembles [[primitives]](GLOSSARY.md#primitive), and for every pixel inside the triangle computes [[barycentric coordinates]](GLOSSARY.md#barycentric-coordinates) and blends all `@location` fields. The fragment shader receives the fully interpolated struct and outputs a `vec4<f32>` color at `@location(0)`, which maps to the [[pipeline]](GLOSSARY.md#pipeline)'s color attachment target.
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For a complete line-by-line walkthrough of our rainbow triangle shader, see [Section 4](01-rainbow-triangle.md#section-4-writing-the-shaders).
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For a complete line-by-line walkthrough of our rainbow triangle shader, see [Section 4](01-rainbow-triangle.md#s4-writing-the-shaders).
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## WGSL Source Embedding
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