update FRAGCOORD descriptions

This commit is contained in:
clayjohn
2019-07-12 10:33:22 -07:00
parent 4b7ad7185b
commit d66aed8cd9
3 changed files with 13 additions and 5 deletions

View File

@@ -159,7 +159,7 @@ uniform themself. The description gives the reader a hint about what they can pa
+=====================+=========+========================+=====================================================+
|fragColor |out vec4 |COLOR |Output color for each pixel. |
+---------------------+---------+------------------------+-----------------------------------------------------+
|fragCoord |vec2 |FRAGCOORD |For full screen quads. For smaller quads, use UV. |
|fragCoord |vec2 |FRAGCOORD.xy |For full screen quads. For smaller quads, use UV. |
+---------------------+---------+------------------------+-----------------------------------------------------+
|iResolution |vec3 |1.0 / SCREEN_PIXEL_SIZE |Can also pass in manually. |
+---------------------+---------+------------------------+-----------------------------------------------------+

View File

@@ -143,7 +143,9 @@ it to the ``NORMALMAP`` property. Godot will handle converting it for use in 2D
+----------------------------------+----------------------------------------------------------------+
| Built-in | Description |
+==================================+================================================================+
| in vec4 **FRAGCOORD** | Fragment coordinate, pixel adjusted. |
| 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. |
+----------------------------------+----------------------------------------------------------------+
| inout vec3 **NORMAL** | Normal read from **NORMAL_TEXTURE**. Writable. |
+----------------------------------+----------------------------------------------------------------+
@@ -192,7 +194,9 @@ When the shader is on a light pass, the ``AT_LIGHT_PASS`` variable will be ``tru
+-------------------------------------+-------------------------------------------------------------------------------+
| Built-in | Description |
+=====================================+===============================================================================+
| in vec4 **FRAGCOORD** | Fragment coordinate of pixel center. Origin at lower left. |
| 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 vec3 **NORMAL** | Input Normal. Although this value is passed in, |
| | **normal calculation still happens outside of this function**. |

View File

@@ -174,7 +174,8 @@ these properties, and if you don't write to them, Godot will optimize away the c
+-----------------------------------+--------------------------------------------------------------------------------------------------+
| Built-in | Description |
+===================================+==================================================================================================+
| in vec4 **FRAGCOORD** | Fragment coordinate, pixel adjusted. In screen space. |
| 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 mat4 **WORLD_MATRIX** | Model space to world space transform. |
+-----------------------------------+--------------------------------------------------------------------------------------------------+
@@ -287,7 +288,10 @@ If you want the lights to add together, add the light contribution to ``DIFFUSE_
+-----------------------------------+---------------------------------------------+
| Built-in | Description |
+===================================+=============================================+
| in vec4 **FRAGCOORD** | Fragment coordinate, pixel adjusted. |
| 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 mat4 **WORLD_MATRIX** | Model space to world space transform. |
+-----------------------------------+---------------------------------------------+