Rename several transform built-ins in shaders

This commit is contained in:
Yuri Roubinsky
2022-03-19 22:07:57 +03:00
parent 07947cf63d
commit e48d11394d

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@@ -247,13 +247,13 @@ these properties, and if you don't write to them, Godot will optimize away the c
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| in bool **OUTPUT_IS_SRGB** | ``true`` when calculations happen in sRGB color space (``true`` in GLES2, ``false`` in GLES3). |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| in mat4 **WORLD_MATRIX** | Model space to world space transform. |
| in mat4 **MODEL_MATRIX** | Model space to world space transform. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| in mat3 **WORLD_NORMAL_MATRIX** | |
| in mat3 **MODEL_NORMAL_MATRIX** | |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| in mat4 **INV_CAMERA_MATRIX** | World space to view space transform. |
| in mat4 **VIEW_MATRIX** | World space to view space transform. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| in mat4 **CAMERA_MATRIX** | View space to world space transform. |
| in mat4 **INV_VIEW_MATRIX** | View space to world space transform. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| in mat4 **PROJECTION_MATRIX** | View space to clip space transform. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+