Update spatial_shader.rst to mention godot use the same VIEW vector for both perspective and orthogonal cameras.

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谢天
2024-01-03 11:52:08 +08:00
committed by GitHub
parent 25036f1000
commit d8f2ce6d6f

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@@ -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. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+