Clarify when fragcoord z is used as depth output

This commit is contained in:
Flarkk
2024-10-31 16:36:48 +01:00
committed by GitHub
parent 3fd783693a
commit 7c78f294be

View File

@@ -272,8 +272,9 @@ these properties, and if you don't write to them, Godot will optimize away the c
+========================================+==================================================================================================+
| in vec2 **VIEWPORT_SIZE** | Size of viewport (in pixels). |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| 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. |
| in vec4 **FRAGCOORD** | Coordinate of pixel center in screen space. ``xy`` specifies position in window. Origin is lower |
| | left. ``z`` specifies fragment depth. It is also used as the output value for the fragment depth |
| | unless ``DEPTH`` is written to. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| in bool **FRONT_FACING** | ``true`` if current face is front facing. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+