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Removed reference to 'DEPTH' in CanvasItem shaders (#8616)
* Remove 'DEPTH' constant from CanvasItem shaders * Re-added Origin mention
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@@ -159,8 +159,7 @@ it to the ``NORMALMAP`` property. Godot will handle converting it for use in 2D
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| Built-in | Description |
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+=============================================+===============================================================+
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| in vec4 **FRAGCOORD** | Coordinate of pixel center. In screen space. ``xy`` specifies |
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| | position in window, ``z`` specifies fragment depth if |
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| | ``DEPTH`` is not used. Origin is lower-left. |
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| | position in window. Origin is lower-left. |
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+---------------------------------------------+---------------------------------------------------------------+
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| in vec2 **SCREEN_PIXEL_SIZE** | Size of individual pixels. Equal to inverse of resolution. |
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+---------------------------------------------+---------------------------------------------------------------+
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@@ -233,8 +232,7 @@ Below is an example of a light shader that takes a CanvasItem's normal map into
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| Built-in | Description |
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+==================================+==============================================================================+
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| in vec4 **FRAGCOORD** | Coordinate of pixel center. In screen space. ``xy`` specifies |
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| | position in window, ``z`` specifies fragment depth if |
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| | ``DEPTH`` is not used. Origin is lower-left. |
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| | position in window. Origin is lower-left. |
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+----------------------------------+------------------------------------------------------------------------------+
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| in vec3 **NORMAL** | Input Normal. |
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+----------------------------------+------------------------------------------------------------------------------+
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