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Merge pull request #10129 from Chaosus/shader_clip_space_far
Add `CLIP_SPACE_FAR` built-in description to spatial shaders
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@@ -96,25 +96,32 @@ Global built-ins
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Global built-ins are available everywhere, including custom functions.
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+-------------------+-----------------------------------------------------------------------------------------+
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| Built-in | Description |
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+===================+=========================================================================================+
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| in float **TIME** | Global time since the engine has started, in seconds. It repeats after every ``3,600`` |
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| | seconds (which can be changed with the |
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| | :ref:`rollover<class_ProjectSettings_property_rendering/limits/time/time_rollover_secs>`|
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| | setting). It's not affected by :ref:`time_scale<class_Engine_property_time_scale>` or |
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| | pausing. If you need a ``TIME`` variable that can be scaled or paused, add your own |
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| | :ref:`global shader uniform<doc_shading_language_global_uniforms>` and update it each |
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| | frame. |
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+-------------------+-----------------------------------------------------------------------------------------+
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| in float **PI** | A ``PI`` constant (``3.141592``). |
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| | A ratio of a circle's circumference to its diameter and amount of radians in half turn. |
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+-------------------+-----------------------------------------------------------------------------------------+
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| in float **TAU** | A ``TAU`` constant (``6.283185``). |
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| | An equivalent of ``PI * 2`` and amount of radians in full turn. |
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+-------------------+-----------------------------------------------------------------------------------------+
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| in float **E** | An ``E`` constant (``2.718281``). Euler's number and a base of the natural logarithm. |
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+-------------------+-----------------------------------------------------------------------------------------+
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+-----------------------------+------------------------------------------------------------------------------------------+
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| Built-in | Description |
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+=============================+==========================================================================================+
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| in float **TIME** | Global time since the engine has started, in seconds. It repeats after every ``3,600`` |
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| | seconds (which can be changed with the |
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| | :ref:`rollover<class_ProjectSettings_property_rendering/limits/time/time_rollover_secs>` |
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| | setting). It's not affected by :ref:`time_scale<class_Engine_property_time_scale>` or |
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| | pausing. If you need a ``TIME`` variable that can be scaled or paused, add your own |
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| | :ref:`global shader uniform<doc_shading_language_global_uniforms>` and update it each |
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| | frame. |
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+-----------------------------+------------------------------------------------------------------------------------------+
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| in float **PI** | A ``PI`` constant (``3.141592``). |
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| | A ratio of a circle's circumference to its diameter and amount of radians in half turn. |
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+-----------------------------+------------------------------------------------------------------------------------------+
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| in float **TAU** | A ``TAU`` constant (``6.283185``). |
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| | An equivalent of ``PI * 2`` and amount of radians in full turn. |
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+-----------------------------+------------------------------------------------------------------------------------------+
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| in float **E** | An ``E`` constant (``2.718281``). Euler's number and a base of the natural logarithm. |
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+-----------------------------+------------------------------------------------------------------------------------------+
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| in bool **OUTPUT_IS_SRGB** | ``true`` when output is in sRGB color space (this is ``true`` in the Compatibility |
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| | renderer, ``false`` in Forward+ and Forward Mobile). |
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+----------------------------------------+-------------------------------------------------------------------------------+
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| in float **CLIP_SPACE_FAR** | Clip space far ``z`` value. |
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| | In the Forward+ or Mobile renderers, it's ``0.0``. |
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| | In the Compatibility renderer, it's ``-1.0``. |
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+-----------------------------+------------------------------------------------------------------------------------------+
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Vertex built-ins
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^^^^^^^^^^^^^^^^
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@@ -181,10 +188,6 @@ shader, this value can be used as desired.
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+----------------------------------------+--------------------------------------------------------+
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| in uint **CAMERA_VISIBLE_LAYERS** | Cull layers of the camera rendering the current pass. |
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+----------------------------------------+--------------------------------------------------------+
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| in bool **OUTPUT_IS_SRGB** | ``true`` when output is in sRGB color space |
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| | (this is ``true`` in the Compatibility renderer, |
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| | ``false`` in Forward+ and Forward Mobile). |
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+----------------------------------------+--------------------------------------------------------+
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| in int **INSTANCE_ID** | Instance ID for instancing. |
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+----------------------------------------+--------------------------------------------------------+
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| in vec4 **INSTANCE_CUSTOM** | Instance custom data (for particles, mostly). |
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@@ -285,9 +288,6 @@ 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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| in bool **OUTPUT_IS_SRGB** | ``true`` when output is in sRGB color space (this is ``true`` in the Compatibility renderer, |
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| | ``false`` in Forward+ and Forward Mobile). |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| in mat4 **MODEL_MATRIX** | Model/local space to world space transform. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| in mat3 **MODEL_NORMAL_MATRIX** | |
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@@ -484,10 +484,6 @@ If you want the lights to add together, add the light contribution to ``DIFFUSE_
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+-----------------------------------+------------------------------------------------------------------------+
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| in float **ROUGHNESS** | Roughness. |
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+-----------------------------------+------------------------------------------------------------------------+
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| in bool **OUTPUT_IS_SRGB** | ``true`` when output is in sRGB color space. |
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| | This is ``true`` in the Compatibility renderer, |
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| | ``false`` in Forward+ and Forward Mobile. |
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+-----------------------------------+------------------------------------------------------------------------+
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| out vec3 **DIFFUSE_LIGHT** | Diffuse light result. |
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+-----------------------------------+------------------------------------------------------------------------+
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| out vec3 **SPECULAR_LIGHT** | Specular light result. |
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