diff --git a/tutorials/shaders/shader_reference/spatial_shader.rst b/tutorials/shaders/shader_reference/spatial_shader.rst index 69354c5af..1b6f2cc27 100644 --- a/tutorials/shaders/shader_reference/spatial_shader.rst +++ b/tutorials/shaders/shader_reference/spatial_shader.rst @@ -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. | +----------------------------------------+--------------------------------------------------------------------------------------------------+