docs: fix all broken cross-reference links
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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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