diff --git a/tutorials/shaders/shader_reference/spatial_shader.rst b/tutorials/shaders/shader_reference/spatial_shader.rst index 53e986ad0..b19e05a07 100644 --- a/tutorials/shaders/shader_reference/spatial_shader.rst +++ b/tutorials/shaders/shader_reference/spatial_shader.rst @@ -192,7 +192,9 @@ shader, this value can be used as desired. +----------------------------------------+--------------------------------------------------------+ | in vec3 **NODE_POSITION_VIEW** | Node position, in view space. | +----------------------------------------+--------------------------------------------------------+ -| in vec3 **CAMERA_POSITION_WORLD** | Camera position, in world space. | +| in vec3 **CAMERA_POSITION_WORLD** | Camera position, in world space. Represents the | +| | midpoint of the two eyes when in multiview/stereo | +| | rendering. | +----------------------------------------+--------------------------------------------------------+ | in vec3 **CAMERA_DIRECTION_WORLD** | Camera direction, in world space. | +----------------------------------------+--------------------------------------------------------+ @@ -210,8 +212,8 @@ shader, this value can be used as desired. +----------------------------------------+--------------------------------------------------------+ | in int **VIEW_RIGHT** | Constant for right eye, always ``1``. | +----------------------------------------+--------------------------------------------------------+ -| in vec3 **EYE_OFFSET** | Position offset for the eye being rendered. | -| | Only applicable for multiview rendering. | +| in vec3 **EYE_OFFSET** | Position offset for the eye being rendered, in view | +| | space. Only applicable for multiview rendering. | +----------------------------------------+--------------------------------------------------------+ | inout vec3 **VERTEX** | Position of the vertex, in model space. | | | In world space if ``world_vertex_coords`` is used. | @@ -322,7 +324,8 @@ these properties, and if you don't write to them, Godot will optimize away the c +----------------------------------------+--------------------------------------------------------------------------------------------------+ | in vec3 **NODE_POSITION_VIEW** | Node position, in view space. | +----------------------------------------+--------------------------------------------------------------------------------------------------+ -| in vec3 **CAMERA_POSITION_WORLD** | Camera position, in world space. | +| in vec3 **CAMERA_POSITION_WORLD** | Camera position, in world space. Represents the midpoint of the two eyes when in | +| | multiview/stereo rendering. | +----------------------------------------+--------------------------------------------------------------------------------------------------+ | in vec3 **CAMERA_DIRECTION_WORLD** | Camera direction, in world space. | +----------------------------------------+--------------------------------------------------------------------------------------------------+ @@ -343,7 +346,8 @@ these properties, and if you don't write to them, Godot will optimize away the c +----------------------------------------+--------------------------------------------------------------------------------------------------+ | in int **VIEW_RIGHT** | Constant for right eye, always ``1``. | +----------------------------------------+--------------------------------------------------------------------------------------------------+ -| in vec3 **EYE_OFFSET** | Position offset for the eye being rendered. Only applicable for multiview rendering. | +| in vec3 **EYE_OFFSET** | Position offset for the eye being rendered, in view space. Only applicable for multiview | +| | rendering. | +----------------------------------------+--------------------------------------------------------------------------------------------------+ | sampler2D **SCREEN_TEXTURE** | Removed in Godot 4. Use a ``sampler2D`` with ``hint_screen_texture`` instead. | +----------------------------------------+--------------------------------------------------------------------------------------------------+