diff --git a/tutorials/shading/shading_reference/spatial_shader.rst b/tutorials/shading/shading_reference/spatial_shader.rst index effb8a7a5..408fe2b4d 100644 --- a/tutorials/shading/shading_reference/spatial_shader.rst +++ b/tutorials/shading/shading_reference/spatial_shader.rst @@ -160,7 +160,7 @@ shader, this value can be used as desired. +------------------------------------+-------------------------------------------------------+ | out float **ROUGHNESS** | Roughness for vertex lighting. | +------------------------------------+-------------------------------------------------------+ -| in float **OUTPUT_IS_SRGB** | True when calculations happen in sRGB color space | +| in bool **OUTPUT_IS_SRGB** | True when calculations happen in sRGB color space | | | (true in GLES2, false in GLES3). | +------------------------------------+-------------------------------------------------------+ @@ -256,7 +256,7 @@ these properties, and if you don't write to them, Godot will optimize away the c +-----------------------------------+--------------------------------------------------------------------------------------------------+ | out float **ALPHA_SCISSOR** | If written to, values below a certain amount of alpha are discarded. | +-----------------------------------+--------------------------------------------------------------------------------------------------+ -| in float **OUTPUT_IS_SRGB** | True when calculations happen in sRGB color space (true in GLES2, false in GLES3). | +| in bool **OUTPUT_IS_SRGB** | True when calculations happen in sRGB color space (true in GLES2, false in GLES3). | +-----------------------------------+--------------------------------------------------------------------------------------------------+ @@ -313,6 +313,6 @@ each light type. +-----------------------------------+---------------------------------------------+ | out vec3 **SPECULAR_LIGHT** | Specular light result. | +-----------------------------------+---------------------------------------------+ -| in float **OUTPUT_IS_SRGB** | True when calculations happen in sRGB | +| in bool **OUTPUT_IS_SRGB** | True when calculations happen in sRGB | | | color space (true in GLES2, false in GLES3).| +-----------------------------------+---------------------------------------------+