diff --git a/content/Graphics/Resources/GraphicsPipeline/ShaderStageState.md b/content/Graphics/Resources/GraphicsPipeline/ShaderStageState.md index f961d0a..18857c2 100644 --- a/content/Graphics/Resources/GraphicsPipeline/ShaderStageState.md +++ b/content/Graphics/Resources/GraphicsPipeline/ShaderStageState.md @@ -35,10 +35,10 @@ Notice the "main" function here. This will be our "entry point". You can name yo Refresh expects a particular `set` layout depending on the shader stage. -Vertex Sampler -> Set 0 -Vertex Uniforms -> Set 2 -Fragment Sampler -> Set 1 -Fragment Uniforms -> Set 3 +- Vertex Sampler -> Set 0 +- Vertex Uniforms -> Set 2 +- Fragment Sampler -> Set 1 +- Fragment Uniforms -> Set 3 The "binding" count should start at 0 and increment by 1 for each binding of that type.