added documentation for position built-in

This commit is contained in:
clayjohn
2019-01-04 20:22:16 -08:00
parent 756bef81e1
commit 1eeb2dfb74
@@ -81,7 +81,7 @@ as they came.
They can optionally be presented in world space by using the *world_vertex_coords* render mode.
User can disable the built-in modelview transform (projection will still happen later) and do
Users can disable the built-in modelview transform (projection will still happen later) and do
it manually with the following code:
.. code-block:: glsl
@@ -90,7 +90,6 @@ it manually with the following code:
render_mode skip_vertex_transform;
void vertex() {
VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
NORMAL = (MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
// same as above for binormal and tangent, if normal mapping is used
@@ -98,6 +97,10 @@ it manually with the following code:
Other built-ins such as UV, UV2 and COLOR are also passed through to the fragment function if not modified.
Users can override the modelview and projection transforms using the ``POSITION`` built-in. When ``POSITION`` is used
the value from ``VERTEX`` is ignored and projection does not happen. However, the value passed to the fragment shader
still comes from ``VERTEX``.
For instancing, the INSTANCE_CUSTOM variable contains the instance custom data. When using particles, this information
is usually:
@@ -143,6 +146,8 @@ shader, this value can be used as desired.
+------------------------------------+-------------------------------------------------------+
| out float **POINT_SIZE** | Point size for point rendering. |
+------------------------------------+-------------------------------------------------------+
| out vec4 **POSITION** | If written to, overrides final vertex position. |
+------------------------------------+-------------------------------------------------------+
| in int **INSTANCE_ID** | Instance ID for instancing. |
+------------------------------------+-------------------------------------------------------+
| in vec4 **INSTANCE_CUSTOM** | Instance custom data (for particles, mostly). |