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