Update descriptions and types for CanvasItem built-ins (#7283)

Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
This commit is contained in:
Alex Es
2023-05-17 12:29:18 +04:00
committed by GitHub
parent 50f8f10250
commit c3cda2cf50

View File

@@ -166,9 +166,9 @@ it to the ``NORMALMAP`` property. Godot will handle converting it for use in 2D
+---------------------------------------------+---------------------------------------------------------------+
| in bool **AT_LIGHT_PASS** | Always ``false``. |
+---------------------------------------------+---------------------------------------------------------------+
| sampler2D **SPECULAR_SHININESS_TEXTURE** | |
| sampler2D **SPECULAR_SHININESS_TEXTURE** | Specular shininess texture of this object. |
+---------------------------------------------+---------------------------------------------------------------+
| in vec4 **SPECULAR_SHININESS** | |
| in vec4 **SPECULAR_SHININESS** | Specular shininess color, as sampled from the texture. |
+---------------------------------------------+---------------------------------------------------------------+
| in vec2 **UV** | UV from vertex function. |
+---------------------------------------------+---------------------------------------------------------------+
@@ -191,6 +191,7 @@ it to the ``NORMALMAP`` property. Godot will handle converting it for use in 2D
| inout vec2 **SHADOW_VERTEX** | Same as ``VERTEX`` but can be written to alter shadows. |
+---------------------------------------------+---------------------------------------------------------------+
| inout vec3 **LIGHT_VERTEX** | Same as ``VERTEX`` but can be written to alter lighting. |
| | Z component represents height. |
+---------------------------------------------+---------------------------------------------------------------+
| inout vec4 **COLOR** | Color from vertex function and output fragment color. If |
| | unused, will be set to **TEXTURE** color. |
@@ -243,23 +244,23 @@ Below is an example of a light shader that takes a CanvasItem's normal map into
+----------------------------------+------------------------------------------------------------------------------+
| in vec4 **LIGHT_COLOR** | Color of Light. |
+----------------------------------+------------------------------------------------------------------------------+
| in vec3 **LIGHT_ENERGY** | Energy multiplier of Light. |
| in float **LIGHT_ENERGY** | Energy multiplier of Light. |
+----------------------------------+------------------------------------------------------------------------------+
| in vec3 **LIGHT_POSITION** | Position of Light in screen space. If using a ``DirectionalLight2D`` |
| | this is always ``vec3(0,0,0)``. |
+----------------------------------+------------------------------------------------------------------------------+
| in vec3 **LIGHT_DIRECTION** | Direction of Light in screen space. |
+----------------------------------+------------------------------------------------------------------------------+
| in vec3 **LIGHT_IS_DIRECTIONAL** | ``true`` if this pass is a ``DirectionalLight2D``. |
| in bool **LIGHT_IS_DIRECTIONAL** | ``true`` if this pass is a ``DirectionalLight2D``. |
+----------------------------------+------------------------------------------------------------------------------+
| in vec3 **LIGHT_VERTEX** | Pixel position, in screen space as modified in the fragment function. |
+----------------------------------+------------------------------------------------------------------------------+
| inout vec4 **LIGHT** | Value from the Light texture and output color. Can be modified. If not used, |
| | the light function is ignored. |
+----------------------------------+------------------------------------------------------------------------------+
| in vec4 **SPECULAR_SHININESS** | |
| in vec4 **SPECULAR_SHININESS** | Specular shininess, as set in the object's texture. |
+----------------------------------+------------------------------------------------------------------------------+
| out vec4 **SHADOW_MODULATE** | |
| out vec4 **SHADOW_MODULATE** | Multiply shadows cast at this point by this color. |
+----------------------------------+------------------------------------------------------------------------------+
SDF functions