Merge pull request #8708 from jsjtxietian/patch-2

Update spatial_shader.rst to mention godot use the same VIEW vector for both perspective and orthogonal cameras.
This commit is contained in:
Max Hilbrunner
2024-01-03 20:34:51 +01:00
committed by Max Hilbrunner
parent 5f40815288
commit c9c73be72d

View File

@@ -253,7 +253,8 @@ these properties, and if you don't write to them, Godot will optimize away the c
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| in bool **FRONT_FACING** | ``true`` if current face if front face. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| in vec3 **VIEW** | Normalized vector from fragment position to camera (in view space). |
| in vec3 **VIEW** | Normalized vector from fragment position to camera (in view space). This is the same for both |
| | perspective and orthogonal cameras. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| in vec2 **UV** | UV that comes from vertex function. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+