Removed reference to 'DEPTH' in CanvasItem shaders (#8616)

* Remove 'DEPTH' constant from CanvasItem shaders

* Re-added Origin mention
This commit is contained in:
AveMo
2023-12-13 08:10:56 -08:00
committed by Max Hilbrunner
parent 21aabe55be
commit 6b7c76f6e9

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@@ -159,8 +159,7 @@ it to the ``NORMALMAP`` property. Godot will handle converting it for use in 2D
| Built-in | Description |
+=============================================+===============================================================+
| in vec4 **FRAGCOORD** | Coordinate of pixel center. In screen space. ``xy`` specifies |
| | position in window, ``z`` specifies fragment depth if |
| | ``DEPTH`` is not used. Origin is lower-left. |
| | position in window. Origin is lower-left. |
+---------------------------------------------+---------------------------------------------------------------+
| in vec2 **SCREEN_PIXEL_SIZE** | Size of individual pixels. Equal to inverse of resolution. |
+---------------------------------------------+---------------------------------------------------------------+
@@ -233,8 +232,7 @@ Below is an example of a light shader that takes a CanvasItem's normal map into
| Built-in | Description |
+==================================+==============================================================================+
| in vec4 **FRAGCOORD** | Coordinate of pixel center. In screen space. ``xy`` specifies |
| | position in window, ``z`` specifies fragment depth if |
| | ``DEPTH`` is not used. Origin is lower-left. |
| | position in window. Origin is lower-left. |
+----------------------------------+------------------------------------------------------------------------------+
| in vec3 **NORMAL** | Input Normal. |
+----------------------------------+------------------------------------------------------------------------------+