From 0800225a541d38635c0416bad09310f764ea6418 Mon Sep 17 00:00:00 2001 From: Nathan Lovato Date: Mon, 12 Oct 2020 21:06:53 -0600 Subject: [PATCH] Apply suggestions from code review Co-authored-by: Clay John --- tutorials/shaders/introduction_to_shaders.rst | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/tutorials/shaders/introduction_to_shaders.rst b/tutorials/shaders/introduction_to_shaders.rst index 929a689be..52727e1a7 100644 --- a/tutorials/shaders/introduction_to_shaders.rst +++ b/tutorials/shaders/introduction_to_shaders.rst @@ -112,7 +112,7 @@ Processor functions Depending on the shader type, you can override different processor functions. For ``spatial`` and ``canvas_item``, you have access to ``vertex()``, ``fragment()``, and ``light()``. For ``particles``, you only have access to -``vertex()``. +``vertex()``. For ''sky'', you only have access to ''fragment()''. Vertex processor ^^^^^^^^^^^^^^^^ @@ -134,9 +134,8 @@ Fragment processor ^^^^^^^^^^^^^^^^^^ The ``fragment()`` processing function is used to set up the Godot material - parameters per pixel. This code runs on every visible pixel the object or -primitive draws. It is only available in ``spatial`` and ``canvas_item`` shaders. +primitive draws. It is only available in ``spatial``, ``canvas_item``, and ``sky`` shaders. The standard use of the fragment function is to set up material properties used to calculate lighting. For example, you would set values for ``ROUGHNESS``,