Tweak constant example in Shading language to avoid referring to reserved PI

This commit is contained in:
Hugo Locurcio
2024-10-29 15:15:43 +01:00
parent 84842ebe00
commit 4679999c4d

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@@ -383,7 +383,7 @@ accessible outside of the shader.
shader_type spatial;
const float PI = 3.14159265358979323846;
const float GOLDEN_RATIO = 1.618033988749894;
Constants of the ``float`` type must be initialized using ``.`` notation after the
decimal part or by using the scientific notation. The optional ``f`` post-suffix is
@@ -811,7 +811,7 @@ GDScript:
smaller than a ``vec4``, such as ``vec2`` or ``vec3``, are padded to
the size of a ``vec4``. Scalar uniforms such as ``int`` or ``float``
are not padded, and ``bool`` is padded to the size of an ``int``.
Arrays count as the total size of their contents. If you need a uniform
array that is larger than this limit, consider packing the data into a
texture instead, since the *contents* of a texture do not count towards