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