docs: typo in spatial_shader.rst

Not 100% sure if this is a typo, but looks like one. Thank you.
This commit is contained in:
Alireza Zamani
2024-02-22 22:44:37 +03:30
committed by GitHub
parent ef9d5adcf4
commit c66e62337d

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@@ -254,7 +254,7 @@ these properties, and if you don't write to them, Godot will optimize away the c
| in vec4 **FRAGCOORD** | Coordinate of pixel center in screen space. ``xy`` specifies position in window, ``z`` |
| | specifies fragment depth if ``DEPTH`` is not used. Origin is lower-left. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| in bool **FRONT_FACING** | ``true`` if current face if front face. |
| in bool **FRONT_FACING** | ``true`` if current face is front face. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| in vec3 **VIEW** | Normalized vector from fragment position to camera (in view space). This is the same for both |
| | perspective and orthogonal cameras. |