From 9772070be5206ee4225958c424fc152739f58df1 Mon Sep 17 00:00:00 2001 From: Max Morse <14865089+MaxMorse@users.noreply.github.com> Date: Fri, 23 Oct 2020 13:55:09 -0400 Subject: [PATCH] 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 --- tutorials/shaders/shader_reference/spatial_shader.rst | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/tutorials/shaders/shader_reference/spatial_shader.rst b/tutorials/shaders/shader_reference/spatial_shader.rst index d8580841d..55705de6b 100644 --- a/tutorials/shaders/shader_reference/spatial_shader.rst +++ b/tutorials/shaders/shader_reference/spatial_shader.rst @@ -273,6 +273,12 @@ these properties, and if you don't write to them, Godot will optimize away the c +-----------------------------------+--------------------------------------------------------------------------------------------------+ | in vec2 **POINT_COORD** | Point Coordinate for drawing points with POINT_SIZE. | +-----------------------------------+--------------------------------------------------------------------------------------------------+ +| out vec4 **FOG** | If written to, blends final pixel color with FOG.rgb based on FOG.a. | ++-----------------------------------+--------------------------------------------------------------------------------------------------+ +| out vec4 **RADIANCE** | If written to, blends environment map radiance with RADIANCE.rgb based on RADIANCE.a. | ++-----------------------------------+--------------------------------------------------------------------------------------------------+ +| out vec4 **IRRADIANCE** | If written to, blends environment map IRRADIANCE with IRRADIANCE.rgb based on IRRADIANCE.a. | ++-----------------------------------+--------------------------------------------------------------------------------------------------+ Light built-ins ^^^^^^^^^^^^^^^