mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-04 14:11:02 +03:00
update FRAGCOORD descriptions
This commit is contained in:
@@ -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. |
|
||||
+---------------------+---------+------------------------+-----------------------------------------------------+
|
||||
|
||||
@@ -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**. |
|
||||
|
||||
@@ -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. |
|
||||
+-----------------------------------+---------------------------------------------+
|
||||
|
||||
Reference in New Issue
Block a user