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Typo fixes in README.md
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I changed "catched" -> "cached" assuming it meant cache, and not catch. In that (unlikely) case, it would be "caught" instead.
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ErnestoBorio committed Mar 26, 2021
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6 changes: 3 additions & 3 deletions README.md
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Expand Up @@ -37,7 +37,7 @@ As you can see, in this example we are loading the fragment shader by setting th
* ```data-vertex-url``` : load a vertex shader by providing a valid url
* ```data-textures```: add a list of texture urls separated by commas (ex: ```data-textures="texture.jpg,normal_map.png,something.jpg"```). Textures will be assigned in order to ```uniform sampler2D``` variables with names following this style: ```u_tex0```, ```u_tex1```, ```u_tex2```, etc.

All the catched ```.glslCanvas``` element whill be stored in the ```windows.glslCanvases``` array.
All the cached ```.glslCanvas``` elements will be stored in the ```windows.glslCanvases``` array.

### The JS way

Expand All @@ -48,11 +48,11 @@ var canvas = document.createElement("canvas");
var sandbox = new GlslCanvas(canvas);
```

In the case you need to reload the
In case you need to reload the shader:

### Reloading shaders from JS

You can change the content of the shader as many times you want. Here are some examples:
You can change the content of the shader as many times as you want. Here are some examples:

```javascript
// Load only the Fragment Shader
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