diff --git a/tutorials/shaders/shader_reference/spatial_shader.rst b/tutorials/shaders/shader_reference/spatial_shader.rst index e2deb3992..07fa92ef0 100644 --- a/tutorials/shaders/shader_reference/spatial_shader.rst +++ b/tutorials/shaders/shader_reference/spatial_shader.rst @@ -293,6 +293,9 @@ these properties, and if you don't write to them, Godot will optimize away the c +----------------------------------------+--------------------------------------------------------------------------------------------------+ | in vec3 **VERTEX** | Vertex that comes from vertex function (default, in view space). | +----------------------------------------+--------------------------------------------------------------------------------------------------+ +| inout vec3 **LIGHT_VERTEX** | A writable version of ``VERTEX`` that can be used to alter light and shadows. Writing to this | +| | will not change the position of the fragment. | ++----------------------------------------+--------------------------------------------------------------------------------------------------+ | in int **VIEW_INDEX** | The view that we are rendering. | | | ``VIEW_MONO_LEFT`` (``0``) for Mono (not multiview) or | | | left eye, ``VIEW_RIGHT`` (``1``) for right eye. |