From 158620aba1d30cb1368304ed2af7a836aa76395e Mon Sep 17 00:00:00 2001 From: Nathan Date: Mon, 10 Jun 2024 03:37:42 -0300 Subject: [PATCH] update --- _posts/blog/2024-6-8-procedural-skybox-shader.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/_posts/blog/2024-6-8-procedural-skybox-shader.md b/_posts/blog/2024-6-8-procedural-skybox-shader.md index 78fb69e..f09fdc1 100644 --- a/_posts/blog/2024-6-8-procedural-skybox-shader.md +++ b/_posts/blog/2024-6-8-procedural-skybox-shader.md @@ -272,7 +272,7 @@ All that remains is to play with all the variables until the perfect combination ## Final Words -Finally, I must say that programming the procedural skies was not an easy task. It required not only many hours of trial and error, but also a lot of research and learning. I read many articles, pages, and watched videos to achieve the perfect implementation in my game. +I must say that programming the procedural skies was not an easy task. It required not only many hours of trial and error, but also a lot of research and learning. I read many articles, pages, and watched videos to achieve the perfect implementation in my game. Undoubtedly, much of what I detail here I did not find on the internet, so I decided to publish it for anyone else who wants to understand how to build this type of skybox using pure GLSL.