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Translate glossary section (partly) and swap all/any page
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DancingPhoenix88 committed Jul 30, 2020
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9 changes: 9 additions & 0 deletions glossary/GL_ES/README-vi.md
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## GL_ES

### Các phiên bản / Example

### Các tham số

### Mô tả

### Tham khảo thêm
291 changes: 291 additions & 0 deletions glossary/README-vi.md
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# Chú giải

## Xếp theo nhóm

* CÁC KIỂU DỮ LIỆU

[void](./?lan=vi&search=void),
[bool](./?lan=vi&search=bool),
[int](./?lan=vi&search=int),
[float](./?lan=vi&search=float),
[bvec2](./?lan=vi&search=bvec2),
[bvec3](./?lan=vi&search=bvec3),
[bvec4](./?lan=vi&search=bvec4),
[ivec2](./?lan=vi&search=ivec2),
[ivec3](./?lan=vi&search=ivec3),
[ivec4](./?lan=vi&search=ivec4),
[vec2](./?lan=vi&search=vec2),
[vec3](./?lan=vi&search=vec3),
[vec4](./?lan=vi&search=vec4),
[mat2](./?lan=vi&search=mat2),
[mat3](./?lan=vi&search=mat3),
[mat4](./?lan=vi&search=mat4),
[sampler2D](./?lan=vi&search=sampler2D),
[samplerCube](./?lan=vi&search=samplerCube),
[struct](./?lan=vi&search=struct)

* CÁC QUALIFIER


[attribute](./?lan=vi&search=attribute),
[const](./?lan=vi&search=const),
[uniform](./?lan=vi&search=uniform),
[varying](./?lan=vi&search=varying),
[precision](./?lan=vi&search=precision),
[highp](./?lan=vi&search=highp),
[mediump](./?lan=vi&search=mediump),
[lowp](./?lan=vi&search=lowp),
[in](./?lan=vi&search=in),
[out](./?lan=vi&search=out),
[inout](./?lan=vi&search=inout)

* CÁC BIẾN CÓ SẴN


[gl_Position](./?lan=vi&search=gl_Position),
[gl_PointSize](./?lan=vi&search=gl_PointSize),
[gl_PointCoord](index.hmtl#gl_PointCoord),
[gl_FrontFacing](./?lan=vi&search=gl_FrontFacing),
[gl_FragCoord](./?lan=vi&search=gl_FragCoord),
[gl_FragColor](./?lan=vi&search=gl_FragColor)

* CÁC HẰNG SỐ CÓ SẴN


[gl_MaxVertexAttribs](./?lan=vi&search=gl_MaxVertexAttribs),
[gl_MaxVaryingVectors](./?lan=vi&search=gl_MaxVaryingVectors),
[gl_MaxVertexTextureImageUnits](./?lan=vi&search=gl_MaxVertexTextureImageUnits),
[gl_MaxCombinedTextureImageUnits](./?lan=vi&search=gl_MaxCombinedTextureImageUnits),
[gl_MaxTextureImageUnits](./?lan=vi&search=gl_MaxTextureImageUnits),
[gl_MaxFragmentUniformVectors](./?lan=vi&search=gl_MaxFragmentUniformVectors),
[gl_MaxDrawBuffers](./?lan=vi&search=gl_MaxDrawBuffers)

* CÁC HÀM LƯỢNG GIÁC


[radians()](./?lan=vi&search=radians),
[degrees()](./?lan=vi&search=degrees),
[sin()](./?lan=vi&search=sin),
[cos()](./?lan=vi&search=cos),
[tan()](./?lan=vi&search=tan),
[asin()](./?lan=vi&search=asin),
[acos()](./?lan=vi&search=acos),
[atan()](./?lan=vi&search=atan)

* CÁC HÀM LUỸ THỪA


[pow()](./?lan=vi&search=pow),
[exp()](./?lan=vi&search=exp),
[log()](./?lan=vi&search=log),
[exp2()](./?lan=vi&search=exp2),
[log2()](./?lan=vi&search=log2),
[sqrt()](./?lan=vi&search=sqrt),
[inversesqrt()](./?lan=vi&search=inversesqrt)

* CÁC HÀM TOÁN HỌC CƠ BẢN


[abs()](./?lan=vi&search=abs),
[sign()](./?lan=vi&search=sign),
[floor()](./?lan=vi&search=floor),
[ceil()](./?lan=vi&search=ceil),
[fract()](./?lan=vi&search=fract),
[mod()](./?lan=vi&search=mod),
[min()](./?lan=vi&search=min),
[max()](./?lan=vi&search=max),
[clamp()](./?lan=vi&search=clamp),
[mix()](./?lan=vi&search=mix),
[step()](./?lan=vi&search=step),
[smoothstep()](./?lan=vi&search=smoothstep)

* CÁC HÀM HÌNH HỌC


[length()](./?lan=vi&search=length),
[distance()](./?lan=vi&search=distance),
[dot()](./?lan=vi&search=dot),
[cross()](./?lan=vi&search=cross),
[normalize()](./?lan=vi&search=normalize),
[facefoward()](./?lan=vi&search=facefoward),
[reflect()](./?lan=vi&search=reflect),
[refract()](./?lan=vi&search=refract)

* CÁC HÀM MA TRẬN


[matrixCompMult()](./?lan=vi&search=matrixCompMult)

* CÁC HÀM VECTOR


[lessThan()](./?lan=vi&search=lessThan),
[lessThanEqual()](./?lan=vi&search=lessThanEqual),
[greaterThan()](./?lan=vi&search=greaterThan),
[greaterThanEqual()](./?lan=vi&search=greaterThanEqual),
[equal()](./?lan=vi&search=equal),
[notEqual()](./?lan=vi&search=notEqual),
[any()](./?lan=vi&search=any),
[all()](./?lan=vi&search=all),
[not()](./?lan=vi&search=not)

* CÁC HÀM TEXTURE


[texture2D()](./?lan=vi&search=texture2D),
[textureCube()](./?lan=vi&search=textureCube)

## Xếp theo thứ tự từ điển

* A


[abs()](./?lan=vi&search=abs),
[acos()](./?lan=vi&search=acos),
[all()](./?lan=vi&search=all),
[any()](./?lan=vi&search=any),
[asin()](./?lan=vi&search=asin),
[atan()](./?lan=vi&search=atan),
[attribute](./?lan=vi&search=attribute)

* B


[bool](./?lan=vi&search=bool),
[bvec2](./?lan=vi&search=bvec2),
[bvec3](./?lan=vi&search=bvec3),
[bvec4](./?lan=vi&search=bvec4)

* C


[ceil()](./?lan=vi&search=ceil),
[clamp()](./?lan=vi&search=clamp),
[const](./?lan=vi&search=const),
[cos()](./?lan=vi&search=cos),
[cross()](./?lan=vi&search=cross)

* D


[degrees()](./?lan=vi&search=degrees),
[dFdx()](./?lan=vi&search=dFdx),
[dFdy()](./?lan=vi&search=dFdy),
[distance()](./?lan=vi&search=distance),
[dot()](./?lan=vi&search=dot)

* E

[equal()](./?lan=vi&search=equal),
[exp()](./?lan=vi&search=exp),
[exp2()](./?lan=vi&search=exp2)

* F

[faceforward()](./?lan=vi&search=faceforward),
[float](./?lan=vi&search=float),
[floor()](./?lan=vi&search=floor),
[fract()](./?lan=vi&search=fract)

* G

[greaterThan()](./?lan=vi&search=greaterThan),
[greaterThanEqual()](./?lan=vi&search=greaterThanEqual),
[gl_FragColor](./?lan=vi&search=gl_FragColor),
[gl_FragCoord](./?lan=vi&search=gl_FragCoord),
[gl_FrontFacing](./?lan=vi&search=gl_FrontFacing),
[gl_PointCoord](index.hmtl#gl_PointCoord),
[gl_PointSize](./?lan=vi&search=gl_PointSize),
[gl_Position](./?lan=vi&search=gl_Position),
[gl_MaxCombinedTextureImageUnits](./?lan=vi&search=gl_MaxCombinedTextureImageUnits),
[gl_MaxDrawBuffers](./?lan=vi&search=gl_MaxDrawBuffers),
[gl_MaxFragmentUniformVectors](./?lan=vi&search=gl_MaxFragmentUniformVectors),
[gl_MaxVaryingVectors](./?lan=vi&search=gl_MaxVaryingVectors),
[gl_MaxVertexAttribs](./?lan=vi&search=gl_MaxVertexAttribs),
[gl_MaxVertexTextureImageUnits](./?lan=vi&search=gl_MaxVertexTextureImageUnits),
[gl_MaxTextureImageUnits](./?lan=vi&search=gl_MaxTextureImageUnits)

* H

[highp](./?lan=vi&search=highp)

* I

[in](./?lan=vi&search=in),
[inout](./?lan=vi&search=inout),
[int](./?lan=vi&search=int),
[inversesqrt()](./?lan=vi&search=inversesqrt),
[ivec2](./?lan=vi&search=ivec2),
[ivec3](./?lan=vi&search=ivec3),
[ivec4](./?lan=vi&search=ivec4)

* L

[length()](./?lan=vi&search=length),
[lessThan()](./?lan=vi&search=lessThan),
[lessThanEqual()](./?lan=vi&search=lessThanEqual),
[log()](./?lan=vi&search=log),
[log2()](./?lan=vi&search=log2),
[lowp](./?lan=vi&search=lowp)

* M

[matrixCompMult()](./?lan=vi&search=matrixCompMult),
[mat2](./?lan=vi&search=mat2),
[mat3](./?lan=vi&search=mat3),
[mat4](./?lan=vi&search=mat4),
[max()](./?lan=vi&search=max),
[mediump](./?lan=vi&search=mediump),
[min()](./?lan=vi&search=min),
[mix()](./?lan=vi&search=mix),
[mod()](./?lan=vi&search=mod)

* N

[normalize()](./?lan=vi&search=normalize),
[not()](./?lan=vi&search=not),
[notEqual()](./?lan=vi&search=notEqual)

* O

[out](./?lan=vi&search=out)

* P

[precision](./?lan=vi&search=precision),
[pow()](./?lan=vi&search=pow)

* R

[radians()](./?lan=vi&search=radians),
[reflect()](./?lan=vi&search=reflect),
[refract()](./?lan=vi&search=refract)

* S

[sampler2D](./?lan=vi&search=sampler2D),
[samplerCube](./?lan=vi&search=samplerCube),
[sign()](./?lan=vi&search=sign),
[sin()](./?lan=vi&search=sin),
[smoothstep()](./?lan=vi&search=smoothstep),
[sqrt()](./?lan=vi&search=sqrt),
[step()](./?lan=vi&search=step),
[struct](./?lan=vi&search=struct)

* T

[tan()](./?lan=vi&search=tan),
[texture2D()](./?lan=vi&search=texture2D),
[textureCube()](./?lan=vi&search=textureCube)

* U

[uniform](./?lan=vi&search=uniform)

* V

[varying](./?lan=vi&search=varying),
[vec2](./?lan=vi&search=vec2),
[vec3](./?lan=vi&search=vec3),
[vec4](./?lan=vi&search=vec4),
[void](./?lan=vi&search=void)
21 changes: 21 additions & 0 deletions glossary/abs/README-vi.md
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## Abs
Tính giá trị tuyệt đối của một hoặc nhiều số.

### Các phiên bản
```glsl
float abs(float x)
vec2 abs(vec2 x)
vec3 abs(vec3 x)
vec4 abs(vec4 x)
```

### Các tham số
```x``` số muốn tính giá trị tuyệt đối

### Mô tả
```abs()``` trả về giá trị tuyệt đối của ```x```.

<div class="simpleFunction" data="y = abs(x); "></div>

### Tham khảo thêm
[sign()](/glossary/?lan=vi&search=sign), [min()](/glossary/?lan=vi&search=min), [max()](/glossary/?lan=vi&search=max), [Chương 5: Các hàm số cơ bản](../05/?lan=vi)
21 changes: 21 additions & 0 deletions glossary/acos/README-vi.md
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## Acos
Tính góc lượng giác ứng với giá trị cosine

### Các phiên bản
```glsl
float acos(float x)
vec2 acos(vec2 x)
vec3 acos(vec3 x)
vec4 acos(vec4 x)
```

### Các tham số
```x``` giá trị cosine cần tìm góc lượng giác tương ứng

### Mô tả
```acos()``` góc lượng giác (đơn vị radian) ứng với cosine bằng ```x```.

<div class="simpleFunction" data="y = acos(x); "></div>

### Tham khảo thêm
[cos()](/glossary/?lan=vi&search=cos), [sin()](/glossary/?lan=vi&search=sin), [asin()](/glossary/?lan=vi&search=asin), [tan()](/glossary/?lan=vi&search=tan), [atan()](/glossary/?lan=vi&search=atan), [Các hàm số cơ bản (Hàm hình dạng - Shape function)](/05/?lan=vi)
29 changes: 29 additions & 0 deletions glossary/all/README-vi.md
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## All
Kiểm tra xem toàn bộ các thành phần trong 1 vector boolean có cùng bằng true không

### Các phiên bản
```glsl
bool any(bvec2 x)
bool any(bvec3 x)
bool any(bvec4 x)
```

### Các tham số
```x``` vector boolean cần kiểm tra

### Mô tả
```all()``` trả về ```true``` nếu tất cả các thành phần trong vector ```x``` đều bằng ```true``` và trả về ```false``` nếu ngược lại. Tương đương với:

```glsl
bool all(bvec x){ // bvec có thể thay bằng bvec2, bvec3 or bvec4
bool result = true;
int i;
for (i = 0; i < x.length(); ++i)
{
result &= x[i];
}
return result;
}
```
### Tham khảo thêm
[any()](/glossary/?lan=vi&search=any), [not()](/glossary/?lan=vi&search=not)
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