diff --git a/tutorials/shaders/shader_reference/spatial_shader.rst b/tutorials/shaders/shader_reference/spatial_shader.rst index 69c25c9ed..1bef7d284 100644 --- a/tutorials/shaders/shader_reference/spatial_shader.rst +++ b/tutorials/shaders/shader_reference/spatial_shader.rst @@ -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. |