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Fix some incorrect entries in shader built-ins
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@@ -132,6 +132,10 @@ is usually:
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+--------------------------------+----------------------------------------------------+
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| inout float **POINT_SIZE** | Point size for point drawing. |
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+--------------------------------+----------------------------------------------------+
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| in vec4 **CUSTOM0** | |
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+--------------------------------+----------------------------------------------------+
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| in vec4 **CUSTOM1** | |
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+--------------------------------+----------------------------------------------------+
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Fragment built-ins
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^^^^^^^^^^^^^^^^^^
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@@ -220,15 +220,15 @@ shader, this value can be used as desired.
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+----------------------------------------+--------------------------------------------------------+
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| inout mat3 **MODELVIEW_NORMAL_MATRIX** | |
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+----------------------------------------+--------------------------------------------------------+
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| inout mat4 **MODEL_MATRIX** | Model space to world space transform. |
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| in mat4 **MODEL_MATRIX** | Model space to world space transform. |
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+----------------------------------------+--------------------------------------------------------+
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| inout mat3 **MODEL_NORMAL_MATRIX** | |
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| in mat3 **MODEL_NORMAL_MATRIX** | |
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+----------------------------------------+--------------------------------------------------------+
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| inout mat4 **PROJECTION_MATRIX** | View space to clip space transform. |
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+----------------------------------------+--------------------------------------------------------+
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| inout uvec4 **BONE_INDICES** | |
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| in uvec4 **BONE_INDICES** | |
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+----------------------------------------+--------------------------------------------------------+
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| inout vec4 **BONE_WEIGHTS** | |
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| in vec4 **BONE_WEIGHTS** | |
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+----------------------------------------+--------------------------------------------------------+
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| in vec4 **CUSTOM0** | |
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+----------------------------------------+--------------------------------------------------------+
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@@ -294,6 +294,8 @@ 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 vec3 **CAMERA_DIRECTION_WORLD** | Camera direction, in world space. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| in int **CAMERA_VISIBLE_LAYERS** | Cull layers of the camera rendering the current pass. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| in vec3 **VERTEX** | Vertex that comes from vertex function (default, in view space). |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| inout vec3 **LIGHT_VERTEX** | A writable version of ``VERTEX`` that can be used to alter light and shadows. Writing to this |
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