Fix some incorrect entries in shader built-ins

This commit is contained in:
Yuri Rubinsky
2024-06-18 21:51:54 +03:00
parent 8266888e7f
commit bbf0b6ed6b
2 changed files with 10 additions and 4 deletions

View File

@@ -132,6 +132,10 @@ is usually:
+--------------------------------+----------------------------------------------------+
| inout float **POINT_SIZE** | Point size for point drawing. |
+--------------------------------+----------------------------------------------------+
| in vec4 **CUSTOM0** | |
+--------------------------------+----------------------------------------------------+
| in vec4 **CUSTOM1** | |
+--------------------------------+----------------------------------------------------+
Fragment built-ins
^^^^^^^^^^^^^^^^^^

View File

@@ -220,15 +220,15 @@ shader, this value can be used as desired.
+----------------------------------------+--------------------------------------------------------+
| inout mat3 **MODELVIEW_NORMAL_MATRIX** | |
+----------------------------------------+--------------------------------------------------------+
| inout mat4 **MODEL_MATRIX** | Model space to world space transform. |
| in mat4 **MODEL_MATRIX** | Model space to world space transform. |
+----------------------------------------+--------------------------------------------------------+
| inout mat3 **MODEL_NORMAL_MATRIX** | |
| in mat3 **MODEL_NORMAL_MATRIX** | |
+----------------------------------------+--------------------------------------------------------+
| inout mat4 **PROJECTION_MATRIX** | View space to clip space transform. |
+----------------------------------------+--------------------------------------------------------+
| inout uvec4 **BONE_INDICES** | |
| in uvec4 **BONE_INDICES** | |
+----------------------------------------+--------------------------------------------------------+
| inout vec4 **BONE_WEIGHTS** | |
| in vec4 **BONE_WEIGHTS** | |
+----------------------------------------+--------------------------------------------------------+
| in vec4 **CUSTOM0** | |
+----------------------------------------+--------------------------------------------------------+
@@ -294,6 +294,8 @@ these properties, and if you don't write to them, Godot will optimize away the c
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| in vec3 **CAMERA_DIRECTION_WORLD** | Camera direction, in world space. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| in int **CAMERA_VISIBLE_LAYERS** | Cull layers of the camera rendering the current pass. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| in vec3 **VERTEX** | Vertex that comes from vertex function (default, in view space). |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| inout vec3 **LIGHT_VERTEX** | A writable version of ``VERTEX`` that can be used to alter light and shadows. Writing to this |