diff --git a/tutorials/shaders/shader_reference/spatial_shader.rst b/tutorials/shaders/shader_reference/spatial_shader.rst index 83fbd6c8d..be26b7e2c 100644 --- a/tutorials/shaders/shader_reference/spatial_shader.rst +++ b/tutorials/shaders/shader_reference/spatial_shader.rst @@ -96,25 +96,32 @@ Global built-ins Global built-ins are available everywhere, including custom functions. -+-------------------+-----------------------------------------------------------------------------------------+ -| Built-in | Description | -+===================+=========================================================================================+ -| in float **TIME** | Global time since the engine has started, in seconds. It repeats after every ``3,600`` | -| | seconds (which can be changed with the | -| | :ref:`rollover`| -| | setting). It's not affected by :ref:`time_scale` or | -| | pausing. If you need a ``TIME`` variable that can be scaled or paused, add your own | -| | :ref:`global shader uniform` and update it each | -| | frame. | -+-------------------+-----------------------------------------------------------------------------------------+ -| in float **PI** | A ``PI`` constant (``3.141592``). | -| | A ratio of a circle's circumference to its diameter and amount of radians in half turn. | -+-------------------+-----------------------------------------------------------------------------------------+ -| in float **TAU** | A ``TAU`` constant (``6.283185``). | -| | An equivalent of ``PI * 2`` and amount of radians in full turn. | -+-------------------+-----------------------------------------------------------------------------------------+ -| in float **E** | An ``E`` constant (``2.718281``). Euler's number and a base of the natural logarithm. | -+-------------------+-----------------------------------------------------------------------------------------+ ++-----------------------------+------------------------------------------------------------------------------------------+ +| Built-in | Description | ++=============================+==========================================================================================+ +| in float **TIME** | Global time since the engine has started, in seconds. It repeats after every ``3,600`` | +| | seconds (which can be changed with the | +| | :ref:`rollover` | +| | setting). It's not affected by :ref:`time_scale` or | +| | pausing. If you need a ``TIME`` variable that can be scaled or paused, add your own | +| | :ref:`global shader uniform` and update it each | +| | frame. | ++-----------------------------+------------------------------------------------------------------------------------------+ +| in float **PI** | A ``PI`` constant (``3.141592``). | +| | A ratio of a circle's circumference to its diameter and amount of radians in half turn. | ++-----------------------------+------------------------------------------------------------------------------------------+ +| in float **TAU** | A ``TAU`` constant (``6.283185``). | +| | An equivalent of ``PI * 2`` and amount of radians in full turn. | ++-----------------------------+------------------------------------------------------------------------------------------+ +| in float **E** | An ``E`` constant (``2.718281``). Euler's number and a base of the natural logarithm. | ++-----------------------------+------------------------------------------------------------------------------------------+ +| in bool **OUTPUT_IS_SRGB** | ``true`` when output is in sRGB color space (this is ``true`` in the Compatibility | +| | renderer, ``false`` in Forward+ and Forward Mobile). | ++----------------------------------------+-------------------------------------------------------------------------------+ +| in float **CLIP_SPACE_FAR** | Clip space far ``z`` value. | +| | In the Forward+ or Mobile renderers, it's ``0.0``. | +| | In the Compatibility renderer, it's ``-1.0``. | ++-----------------------------+------------------------------------------------------------------------------------------+ Vertex built-ins ^^^^^^^^^^^^^^^^ @@ -181,10 +188,6 @@ shader, this value can be used as desired. +----------------------------------------+--------------------------------------------------------+ | in uint **CAMERA_VISIBLE_LAYERS** | Cull layers of the camera rendering the current pass. | +----------------------------------------+--------------------------------------------------------+ -| in bool **OUTPUT_IS_SRGB** | ``true`` when output is in sRGB color space | -| | (this is ``true`` in the Compatibility renderer, | -| | ``false`` in Forward+ and Forward Mobile). | -+----------------------------------------+--------------------------------------------------------+ | in int **INSTANCE_ID** | Instance ID for instancing. | +----------------------------------------+--------------------------------------------------------+ | in vec4 **INSTANCE_CUSTOM** | Instance custom data (for particles, mostly). | @@ -285,9 +288,6 @@ 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``. | +----------------------------------------+--------------------------------------------------------------------------------------------------+ -| in bool **OUTPUT_IS_SRGB** | ``true`` when output is in sRGB color space (this is ``true`` in the Compatibility renderer, | -| | ``false`` in Forward+ and Forward Mobile). | -+----------------------------------------+--------------------------------------------------------------------------------------------------+ | in mat4 **MODEL_MATRIX** | Model/local space to world space transform. | +----------------------------------------+--------------------------------------------------------------------------------------------------+ | in mat3 **MODEL_NORMAL_MATRIX** | | @@ -484,10 +484,6 @@ If you want the lights to add together, add the light contribution to ``DIFFUSE_ +-----------------------------------+------------------------------------------------------------------------+ | in float **ROUGHNESS** | Roughness. | +-----------------------------------+------------------------------------------------------------------------+ -| in bool **OUTPUT_IS_SRGB** | ``true`` when output is in sRGB color space. | -| | This is ``true`` in the Compatibility renderer, | -| | ``false`` in Forward+ and Forward Mobile. | -+-----------------------------------+------------------------------------------------------------------------+ | out vec3 **DIFFUSE_LIGHT** | Diffuse light result. | +-----------------------------------+------------------------------------------------------------------------+ | out vec3 **SPECULAR_LIGHT** | Specular light result. |