Add CLIP_SPACE_FAR built-in description to spatial shaders

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Chaosus
2024-10-22 19:04:36 +03:00
parent bcfaaaafd1
commit f93332bd75

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@@ -96,25 +96,32 @@ Global built-ins
Global built-ins are available everywhere, including custom functions.
+-------------------+-----------------------------------------------------------------------------------------+
| Built-in | Description |
+===================+=========================================================================================+
| in float **TIME** | Global time since the engine has started, in seconds. It repeats after every ``3,600`` |
| | seconds (which can be changed with the |
| | :ref:`rollover<class_ProjectSettings_property_rendering/limits/time/time_rollover_secs>`|
| | setting). It's not affected by :ref:`time_scale<class_Engine_property_time_scale>` or |
| | pausing. If you need a ``TIME`` variable that can be scaled or paused, add your own |
| | :ref:`global shader uniform<doc_shading_language_global_uniforms>` and update it each |
| | frame. |
+-------------------+-----------------------------------------------------------------------------------------+
| in float **PI** | A ``PI`` constant (``3.141592``). |
| | A ratio of a circle's circumference to its diameter and amount of radians in half turn. |
+-------------------+-----------------------------------------------------------------------------------------+
| in float **TAU** | A ``TAU`` constant (``6.283185``). |
| | An equivalent of ``PI * 2`` and amount of radians in full turn. |
+-------------------+-----------------------------------------------------------------------------------------+
| in float **E** | An ``E`` constant (``2.718281``). Euler's number and a base of the natural logarithm. |
+-------------------+-----------------------------------------------------------------------------------------+
+-----------------------------+------------------------------------------------------------------------------------------+
| Built-in | Description |
+=============================+==========================================================================================+
| in float **TIME** | Global time since the engine has started, in seconds. It repeats after every ``3,600`` |
| | seconds (which can be changed with the |
| | :ref:`rollover<class_ProjectSettings_property_rendering/limits/time/time_rollover_secs>` |
| | setting). It's not affected by :ref:`time_scale<class_Engine_property_time_scale>` or |
| | pausing. If you need a ``TIME`` variable that can be scaled or paused, add your own |
| | :ref:`global shader uniform<doc_shading_language_global_uniforms>` and update it each |
| | frame. |
+-----------------------------+------------------------------------------------------------------------------------------+
| in float **PI** | A ``PI`` constant (``3.141592``). |
| | A ratio of a circle's circumference to its diameter and amount of radians in half turn. |
+-----------------------------+------------------------------------------------------------------------------------------+
| in float **TAU** | A ``TAU`` constant (``6.283185``). |
| | An equivalent of ``PI * 2`` and amount of radians in full turn. |
+-----------------------------+------------------------------------------------------------------------------------------+
| in float **E** | An ``E`` constant (``2.718281``). Euler's number and a base of the natural logarithm. |
+-----------------------------+------------------------------------------------------------------------------------------+
| in bool **OUTPUT_IS_SRGB** | ``true`` when output is in sRGB color space (this is ``true`` in the Compatibility |
| | renderer, ``false`` in Forward+ and Forward Mobile). |
+----------------------------------------+-------------------------------------------------------------------------------+
| in float **CLIP_SPACE_FAR** | Clip space far ``z`` value. |
| | In the Forward+ or Mobile renderers, it's ``0.0``. |
| | In the Compatibility renderer, it's ``-1.0``. |
+-----------------------------+------------------------------------------------------------------------------------------+
Vertex built-ins
^^^^^^^^^^^^^^^^
@@ -181,10 +188,6 @@ shader, this value can be used as desired.
+----------------------------------------+--------------------------------------------------------+
| in uint **CAMERA_VISIBLE_LAYERS** | Cull layers of the camera rendering the current pass. |
+----------------------------------------+--------------------------------------------------------+
| in bool **OUTPUT_IS_SRGB** | ``true`` when output is in sRGB color space |
| | (this is ``true`` in the Compatibility renderer, |
| | ``false`` in Forward+ and Forward Mobile). |
+----------------------------------------+--------------------------------------------------------+
| in int **INSTANCE_ID** | Instance ID for instancing. |
+----------------------------------------+--------------------------------------------------------+
| in vec4 **INSTANCE_CUSTOM** | Instance custom data (for particles, mostly). |
@@ -285,9 +288,6 @@ these properties, and if you don't write to them, Godot will optimize away the c
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| in vec2 **POINT_COORD** | Point coordinate for drawing points with ``POINT_SIZE``. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| in bool **OUTPUT_IS_SRGB** | ``true`` when output is in sRGB color space (this is ``true`` in the Compatibility renderer, |
| | ``false`` in Forward+ and Forward Mobile). |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| in mat4 **MODEL_MATRIX** | Model/local space to world space transform. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| in mat3 **MODEL_NORMAL_MATRIX** | |
@@ -484,10 +484,6 @@ If you want the lights to add together, add the light contribution to ``DIFFUSE_
+-----------------------------------+------------------------------------------------------------------------+
| in float **ROUGHNESS** | Roughness. |
+-----------------------------------+------------------------------------------------------------------------+
| in bool **OUTPUT_IS_SRGB** | ``true`` when output is in sRGB color space. |
| | This is ``true`` in the Compatibility renderer, |
| | ``false`` in Forward+ and Forward Mobile. |
+-----------------------------------+------------------------------------------------------------------------+
| out vec3 **DIFFUSE_LIGHT** | Diffuse light result. |
+-----------------------------------+------------------------------------------------------------------------+
| out vec3 **SPECULAR_LIGHT** | Specular light result. |