diff --git a/docs/01 Getting started/05 Shaders.md b/docs/01 Getting started/05 Shaders.md
index a1c2e7e..e993c9d 100644
--- a/docs/01 Getting started/05 Shaders.md
+++ b/docs/01 Getting started/05 Shaders.md
@@ -39,7 +39,7 @@ int main()
当我们特别谈论到顶点着色器的时候,每个输入变量也叫顶点属性(Vertex Attribute)。我们能声明的顶点属性是有上限的,它一般由硬件来决定。OpenGL确保至少有16个包含4分量的顶点属性可用,但是有些硬件或许允许更多的顶点属性,你可以查询GL_MAX_VERTEX_ATTRIBS来获取具体的上限:
```c++
-unsigned int nrAttributes;
+int nrAttributes;
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &nrAttributes);
std::cout << "Maximum nr of vertex attributes supported: " << nrAttributes << std::endl;
```
@@ -405,15 +405,15 @@ if(!success)
[...]
// 着色器程序
-this->Program = glCreateProgram();
-glAttachShader(this->Program, vertex);
-glAttachShader(this->Program, fragment);
-glLinkProgram(this->Program);
+ID = glCreateProgram();
+glAttachShader(ID, vertex);
+glAttachShader(ID, fragment);
+glLinkProgram(ID);
// 打印连接错误(如果有的话)
-glGetProgramiv(this->Program, GL_LINK_STATUS, &success);
+glGetProgramiv(ID, GL_LINK_STATUS, &success);
if(!success)
{
- glGetProgramInfoLog(this->Program, 512, NULL, infoLog);
+ glGetProgramInfoLog(ID, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
@@ -425,9 +425,9 @@ glDeleteShader(fragment);
use函数非常简单:
```c++
-void Use()
-{
- glUseProgram(this->Program);
+void use()
+{
+ glUseProgram(ID);
}
```
@@ -435,7 +435,7 @@ uniform的setter函数也很类似:
```c++
void setBool(const std::string &name, bool value) const
-{
+{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
void setInt(const std::string &name, int value) const
@@ -445,7 +445,7 @@ void setInt(const std::string &name, int value) const
void setFloat(const std::string &name, float value) const
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
-}
+}
```
现在我们就写完了一个完整的[着色器类](https://learnopengl.com/code_viewer_gh.php?code=includes/learnopengl/shader_s.h)。使用这个着色器类很简单;只要创建一个着色器对象,从那一点开始我们就可以开始使用了: