Complete the example for "skip_vertex_transform"

Fix godotengine/godot-docs#9108
This commit is contained in:
dawei-wang
2024-04-05 13:18:47 -07:00
committed by GitHub
parent 3dc75a70d1
commit ec274eb46a

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@@ -130,7 +130,8 @@ it manually with the following code:
void vertex() {
VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
NORMAL = normalize((MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz);
// same as above for binormal and tangent, if normal mapping is used
BINORMAL = normalize((MODELVIEW_MATRIX * vec4(BINORMAL, 0.0)).xyz);
TANGENT = normalize((MODELVIEW_MATRIX * vec4(TANGENT, 0.0)).xyz);
}
Other built-ins, such as UV, UV2 and COLOR, are also passed through to the fragment function if not modified.