diff --git a/tutorials/shaders/shader_reference/canvas_item_shader.rst b/tutorials/shaders/shader_reference/canvas_item_shader.rst index bd82d2412..cc803df3e 100644 --- a/tutorials/shaders/shader_reference/canvas_item_shader.rst +++ b/tutorials/shaders/shader_reference/canvas_item_shader.rst @@ -6,8 +6,8 @@ CanvasItem shaders CanvasItem shaders are used to draw all 2D elements in Godot. These include all nodes that inherit from CanvasItems, and all GUI elements. -CanvasItem shaders contain fewer built-in variables and functionality than -:ref:`Spatial shaders`, but they maintain the same basic structure +CanvasItem shaders contain fewer built-in variables and functionality than +:ref:`Spatial shaders`, but they maintain the same basic structure with vertex, fragment, and light processor functions. Render modes @@ -223,6 +223,10 @@ it to the ``NORMAL_MAP`` property. Godot will handle converting it for use in 2D +---------------------------------------------+---------------------------------------------------------------+ | in vec2 **SCREEN_PIXEL_SIZE** | Size of individual pixels. Equal to inverse of resolution. | +---------------------------------------------+---------------------------------------------------------------+ +| in vec4 **REGION_RECT** | Visible area of the sprite region in format | +| | ``(x, y, width, height)``. Varies according to | +| | Sprite2D's ``region_enabled`` property. | ++---------------------------------------------+---------------------------------------------------------------+ | in vec2 **POINT_COORD** | Coordinate for drawing points. | +---------------------------------------------+---------------------------------------------------------------+ | sampler2D **TEXTURE** | Default 2D texture. | @@ -238,6 +242,9 @@ it to the ``NORMAL_MAP`` property. Godot will handle converting it for use in 2D | in vec4 **SPECULAR_SHININESS** | Specular shininess color, as sampled from the texture. | +---------------------------------------------+---------------------------------------------------------------+ | in vec2 **UV** | UV from the ``vertex()`` function. | +| | For Sprite2D with region enabled, this will sample the entire | +| | texture. Use ``REGION_RECT`` instead to sample only the | +| | region defined in the Sprite2D's properties. | +---------------------------------------------+---------------------------------------------------------------+ | in vec2 **SCREEN_UV** | Screen UV coordinate for current pixel. | +---------------------------------------------+---------------------------------------------------------------+