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