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Replace British spelling and fix various typos
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@@ -91,8 +91,8 @@ When displaying depth directly from the ``DEPTH_TEXTURE``, everything will look
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white unless it is very close. This is because the depth buffer stores objects closer
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to the camera using more bits than those further, so most of the detail in depth
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buffer is found close to the camera. In order to make the depth value align with world or
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model coordinates, we need to linearise the value. When we apply the projection matrix to the
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vertex position, the z value is made nonlinear, so to linearise it, we multiply it by the
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model coordinates, we need to linearize the value. When we apply the projection matrix to the
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vertex position, the z value is made nonlinear, so to linearize it, we multiply it by the
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inverse of the projection matrix, which in Godot, is accessible with the variable
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``INV_PROJECTION_MATRIX``.
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@@ -143,7 +143,7 @@ the texture color for such nodes, use:
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COLOR = texture(TEXTURE, UV);
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This differs from the behaviour of the built-in normal map. If a normal map is attached, Godot uses
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This differs from the behavior of the built-in normal map. If a normal map is attached, Godot uses
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it by default and assigns its value to the built-in ``NORMAL`` variable. If you are using a normal
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map meant for use in 3D, it will appear inverted. In order to use it in your shader, you must assign
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it to the ``NORMALMAP`` property. Godot will handle converting it for use in 2D and overwriting ``NORMAL``.
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@@ -625,7 +625,7 @@ to shaders, Godot converts the type automatically. Below is a table of the corre
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+-----------------+-----------+
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.. note:: Be careful when setting shader uniforms from GDScript, no error will be thrown if the
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type does not match. Your shader will just exhibit undefined behaviour.
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type does not match. Your shader will just exhibit undefined behavior.
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Uniforms can also be assigned default values:
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