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Add FOG/RADIANCE/IRRADIANCE built-ins in Spatial shaders (#4301)
Co-authored-by: Melody Morse <14865089+MelodyMorse@users.noreply.github.com> Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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@@ -273,6 +273,12 @@ these properties, and if you don't write to them, Godot will optimize away the c
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+-----------------------------------+--------------------------------------------------------------------------------------------------+
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| in vec2 **POINT_COORD** | Point Coordinate for drawing points with POINT_SIZE. |
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+-----------------------------------+--------------------------------------------------------------------------------------------------+
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| out vec4 **FOG** | If written to, blends final pixel color with FOG.rgb based on FOG.a. |
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+-----------------------------------+--------------------------------------------------------------------------------------------------+
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| out vec4 **RADIANCE** | If written to, blends environment map radiance with RADIANCE.rgb based on RADIANCE.a. |
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+-----------------------------------+--------------------------------------------------------------------------------------------------+
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| out vec4 **IRRADIANCE** | If written to, blends environment map IRRADIANCE with IRRADIANCE.rgb based on IRRADIANCE.a. |
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+-----------------------------------+--------------------------------------------------------------------------------------------------+
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Light built-ins
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^^^^^^^^^^^^^^^
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