Update GLES2 differences doc with recent changes

This commit is contained in:
clayjohn
2019-09-18 14:49:42 -07:00
parent 5123465942
commit 686cecf8ac

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@@ -76,15 +76,15 @@ In GLES2, the following features in the :ref:`Environment <class_Environment>` a
- Tonemapping
- Screen space reflections
- Screen space ambient occlusion
- Depth of field
- Glow (also known as bloom)
- Adjustment
That means that in GLES2 environments you can only set:
- Sky (including procedural sky)
- Ambient light
- Fog
- Depth of field
- Glow (also known as bloom)
- Adjustment
GIProbes
--------
@@ -127,30 +127,8 @@ For a complete list of built-in GLSL functions see the :ref:`Shading Language do
+------------------------------------------------------------------------+--------------------------------------------------+
| Function | Note |
+========================================================================+==================================================+
| vec_type **sinh** ( vec_type ) | |
+------------------------------------------------------------------------+--------------------------------------------------+
| vec_type **cosh** ( vec_type ) | |
+------------------------------------------------------------------------+--------------------------------------------------+
| vec_type **tanh** ( vec_type ) | |
+------------------------------------------------------------------------+--------------------------------------------------+
| vec_type **asinh** ( vec_type ) | |
+------------------------------------------------------------------------+--------------------------------------------------+
| vec_type **acosh** ( vec_type ) | |
+------------------------------------------------------------------------+--------------------------------------------------+
| vec_type **atanh** ( vec_type ) | |
+------------------------------------------------------------------------+--------------------------------------------------+
| vec_type **round** ( vec_type ) | |
+------------------------------------------------------------------------+--------------------------------------------------+
| vec_type **roundEven** ( vec_type ) | |
+------------------------------------------------------------------------+--------------------------------------------------+
| vec_type **trunc** ( vec_type ) | |
+------------------------------------------------------------------------+--------------------------------------------------+
| vec_type **modf** ( vec_type x, out vec_type i ) | |
+------------------------------------------------------------------------+--------------------------------------------------+
| vec_bool_type **isnan** ( vec_type ) | |
+------------------------------------------------------------------------+--------------------------------------------------+
| vec_bool_type **isinf** ( vec_type ) | |
+------------------------------------------------------------------------+--------------------------------------------------+
| vec_int_type **floatBitsToInt** ( vec_type ) | |
+------------------------------------------------------------------------+--------------------------------------------------+
| vec_uint_type **floatBitsToUint** ( vec_type ) | |
@@ -161,12 +139,6 @@ For a complete list of built-in GLSL functions see the :ref:`Shading Language do
+------------------------------------------------------------------------+--------------------------------------------------+
| mat_type **outerProduct** ( vec_type, vec_type ) | |
+------------------------------------------------------------------------+--------------------------------------------------+
| mat_type **transpose** ( mat_type ) | |
+------------------------------------------------------------------------+--------------------------------------------------+
| float **determinant** ( mat_type ) | |
+------------------------------------------------------------------------+--------------------------------------------------+
| mat_type **inverse** ( mat_type ) | |
+------------------------------------------------------------------------+--------------------------------------------------+
| ivec2 **textureSize** ( sampler2D_type s, int lod ) | See workaround below |
+------------------------------------------------------------------------+--------------------------------------------------+
| ivec2 **textureSize** ( samplerCube s, int lod ) | See workaround below |
@@ -214,6 +186,8 @@ uniform with the texture size yourself.
material_name.set_shader_param("textureName", my_texture)
material_name.set_shader_param("textureName_size", my_texture_size)
Built in variables and render modes
-----------------------------------
Godot also provides many built-in variables and render modes. Some cannot be supported in GLES2. Below is a list of
built-in variables and render modes that, when written to, will have no effect or could even cause issues when using