Improve documentation about TIME CI shader builtin

This commit is contained in:
Pedro J. Estébanez
2020-05-05 20:46:40 +02:00
parent a53ab27329
commit 10e2e31c88

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@@ -48,11 +48,12 @@ Global built-ins
Global built-ins are available everywhere, including custom functions.
+-------------------+--------------------------+
| Built-in | Description |
+===================+==========================+
| in float **TIME** | Global time, in seconds. |
+-------------------+--------------------------+
+-------------------+-----------------------------------------------------------------------------+
| Built-in | Description |
+===================+=============================================================================+
| in float **TIME** | Global time, in seconds. |
| | It's subject to the rollover setting (which is 3,600 -1 hour- by default). |
+-------------------+-----------------------------------------------------------------------------+
Vertex built-ins
^^^^^^^^^^^^^^^^
@@ -226,8 +227,6 @@ When the shader is on a light pass, the ``AT_LIGHT_PASS`` variable will be ``tru
+-------------------------------------+-------------------------------------------------------------------------------+
| in vec2 **POINT_COORD** | UV for Point Sprite. |
+-------------------------------------+-------------------------------------------------------------------------------+
| in float **TIME** | Global time in seconds. |
+-------------------------------------+-------------------------------------------------------------------------------+
| inout vec2 **LIGHT_VEC** | Vector from light to fragment in local coordinates. It can be modified to |
| | alter illumination direction when normal maps are used. |
+-------------------------------------+-------------------------------------------------------------------------------+