commit f79c9f57cd8b112cad8b6e829b52fc93e7d9d538
Author: Leszek Koltunski <leszek@koltunski.pl>
Date:   Sun Mar 7 22:31:43 2021 +0100

    Correct comments.

diff --git a/src/main/java/org/distorted/library/program/FragmentCompilationException.java b/src/main/java/org/distorted/library/program/FragmentCompilationException.java
index 612faaa..abcc914 100644
--- a/src/main/java/org/distorted/library/program/FragmentCompilationException.java
+++ b/src/main/java/org/distorted/library/program/FragmentCompilationException.java
@@ -21,11 +21,9 @@ package org.distorted.library.program;
 
 ///////////////////////////////////////////////////////////////////////////////////////////////////
 
-import org.distorted.library.main.DistortedLibrary;
-
 /**
- *  Thrown by {@link DistortedLibrary#onSurfaceCreated(android.content.Context, org.distorted.library.main.DistortedLibrary.ExceptionListener)}
- *  if compilation of the fragment shader fails for some other reason than too many uniforms.
+ *  Thrown asynchronously by the library whenever shader compilation fails.
+ *  If compilation of the fragment shader fails for some other reason than too many uniforms.
  *  <p>
  *  This can happen on older OpenGL ES 2.0 devices if they, say, do not support variable loops in the shaders.
  *  Theoretically should never happen on devices supporting at least OpenGL ES 3.0.
diff --git a/src/main/java/org/distorted/library/program/FragmentUniformsException.java b/src/main/java/org/distorted/library/program/FragmentUniformsException.java
index 6a5ec29..c976541 100644
--- a/src/main/java/org/distorted/library/program/FragmentUniformsException.java
+++ b/src/main/java/org/distorted/library/program/FragmentUniformsException.java
@@ -24,8 +24,8 @@ package org.distorted.library.program;
 import org.distorted.library.main.DistortedLibrary;
 
 /**
- *  Thrown by {@link DistortedLibrary#onSurfaceCreated(android.content.Context, org.distorted.library.main.DistortedLibrary.ExceptionListener)}
- *  if compilation of the fragment shader fails because of too many uniforms there, i.e. because
+ *  Thrown asynchronously by the library whenever shader compilation fails.
+ *  If compilation of the fragment shader fails because of too many uniforms there, i.e. because
  *  we have set {@link DistortedLibrary#setMax(org.distorted.library.effect.EffectType, int)}
  *  to too high value.
  */
diff --git a/src/main/java/org/distorted/library/program/LinkingException.java b/src/main/java/org/distorted/library/program/LinkingException.java
index 3e3928e..0f8824e 100644
--- a/src/main/java/org/distorted/library/program/LinkingException.java
+++ b/src/main/java/org/distorted/library/program/LinkingException.java
@@ -24,8 +24,8 @@ package org.distorted.library.program;
 import org.distorted.library.main.DistortedLibrary;
 
 /**
- *  Thrown by {@link DistortedLibrary#onSurfaceCreated(android.content.Context, org.distorted.library.main.DistortedLibrary.ExceptionListener)}
- *  if linking of the Shaders fails.
+ *  Thrown asynchronously by the library whenever shader compilation fails.
+ *  If linking of the Shaders fails.
  *  <p>
  *  Theoretically this should never happen.
  */
diff --git a/src/main/java/org/distorted/library/program/VertexCompilationException.java b/src/main/java/org/distorted/library/program/VertexCompilationException.java
index a18ab55..a0e3423 100644
--- a/src/main/java/org/distorted/library/program/VertexCompilationException.java
+++ b/src/main/java/org/distorted/library/program/VertexCompilationException.java
@@ -24,8 +24,8 @@ package org.distorted.library.program;
 import org.distorted.library.main.DistortedLibrary;
 
 /**
- *  Thrown by {@link DistortedLibrary#onSurfaceCreated(android.content.Context, org.distorted.library.main.DistortedLibrary.ExceptionListener)}
- *  if compilation of the vertex shader fails for some other reason than too many uniforms.
+ *  Thrown asynchronously by the library whenever shader compilation fails.
+ *  If compilation of the vertex shader fails for some other reason than too many uniforms.
  *  <p>
  *  This can happen on older OpenGL ES 2.0 devices if they, say, do not support variable loops in the shaders.
  *  Theoretically should never happen on devices supporting at least OpenGL ES 3.0.
diff --git a/src/main/java/org/distorted/library/program/VertexUniformsException.java b/src/main/java/org/distorted/library/program/VertexUniformsException.java
index 4b716d1..c6e028b 100644
--- a/src/main/java/org/distorted/library/program/VertexUniformsException.java
+++ b/src/main/java/org/distorted/library/program/VertexUniformsException.java
@@ -24,8 +24,8 @@ package org.distorted.library.program;
 import org.distorted.library.main.DistortedLibrary;
 
 /**
- *  Thrown by {@link DistortedLibrary#onSurfaceCreated(android.content.Context, org.distorted.library.main.DistortedLibrary.ExceptionListener)}
- *  if compilation of the Vertex Shader fails because of too many uniforms there, i.e. because
+ *  Thrown asynchronously by the library whenever shader compilation fails.
+ *  If compilation of the Vertex Shader fails because of too many uniforms there, i.e. because
  *  we have set {@link DistortedLibrary#setMax(org.distorted.library.effect.EffectType, int)}
  *  to too high value.
  */
