Document new AT_LIGHT_PASS builtin (#394)

This commit is contained in:
Pedro J. Estébanez
2017-06-15 14:54:30 +02:00
committed by Rémi Verschelde
parent 6239587813
commit b1f74200e6
+35 -31
View File
@@ -377,41 +377,45 @@ CanvasItem (2D) - VertexShader
+-----------------------------------+--------------------------------------------------------------------------------------------+
| const float *TIME* | Time (in seconds) |
+-----------------------------------+--------------------------------------------------------------------------------------------+
| const bool *AT_LIGHT_PASS* | Whether the shader is being run for a lighting pass (happens per affecting light) |
+-----------------------------------+--------------------------------------------------------------------------------------------+
CanvasItem (2D) - FragmentShader
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+-------------------------------------+------------------------------------------------------------------------------+
| Variable | Description |
+=====================================+==============================================================================+
| const vec4 *SRC\_COLOR* | Vertex color |
+-------------------------------------+------------------------------------------------------------------------------+
| const vec4 *POSITION* | Screen Position |
+-------------------------------------+------------------------------------------------------------------------------+
| vec2 *UV* | UV |
+-------------------------------------+------------------------------------------------------------------------------+
| out color *COLOR* | Output Color |
+-------------------------------------+------------------------------------------------------------------------------+
| out vec3 *NORMAL* | Optional Normal (used for 2D Lighting) |
+-------------------------------------+------------------------------------------------------------------------------+
| out vec3 *NORMALMAP* | Optional Normal in standard normalmap format (flipped y and Z from 0 to 1) |
+-------------------------------------+------------------------------------------------------------------------------+
| out float *NORMALMAP\_DEPTH* | Depth option for above normalmap output, default value is 1.0 |
+-------------------------------------+------------------------------------------------------------------------------+
| const texture *TEXTURE* | Current texture in use for CanvasItem |
+-------------------------------------+------------------------------------------------------------------------------+
| const vec2 *TEXTURE\_PIXEL\_SIZE* | Pixel size for current 2D texture |
+-------------------------------------+------------------------------------------------------------------------------+
| in vec4 *VAR1* | Varying 1 Output |
+-------------------------------------+------------------------------------------------------------------------------+
| in vec4 *VAR2* | Varying 2 Output |
+-------------------------------------+------------------------------------------------------------------------------+
| const vec2 *SCREEN\_UV* | Screen Texture Coordinate (for using with texscreen) |
+-------------------------------------+------------------------------------------------------------------------------+
| const vec2 *POINT\_COORD* | Current UV for Point Sprite |
+-------------------------------------+------------------------------------------------------------------------------+
| const float *TIME* | Time (in seconds) |
+-------------------------------------+------------------------------------------------------------------------------+
+-------------------------------------+-----------------------------------------------------------------------------------+
| Variable | Description |
+=====================================+===================================================================================+
| const vec4 *SRC\_COLOR* | Vertex color |
+-------------------------------------+-----------------------------------------------------------------------------------+
| const vec4 *POSITION* | Screen Position |
+-------------------------------------+-----------------------------------------------------------------------------------+
| vec2 *UV* | UV |
+-------------------------------------+-----------------------------------------------------------------------------------+
| out color *COLOR* | Output Color |
+-------------------------------------+-----------------------------------------------------------------------------------+
| out vec3 *NORMAL* | Optional Normal (used for 2D Lighting) |
+-------------------------------------+-----------------------------------------------------------------------------------+
| out vec3 *NORMALMAP* | Optional Normal in standard normalmap format (flipped y and Z from 0 to 1) |
+-------------------------------------+-----------------------------------------------------------------------------------+
| out float *NORMALMAP\_DEPTH* | Depth option for above normalmap output, default value is 1.0 |
+-------------------------------------+-----------------------------------------------------------------------------------+
| const texture *TEXTURE* | Current texture in use for CanvasItem |
+-------------------------------------+-----------------------------------------------------------------------------------+
| const vec2 *TEXTURE\_PIXEL\_SIZE* | Pixel size for current 2D texture |
+-------------------------------------+-----------------------------------------------------------------------------------+
| in vec4 *VAR1* | Varying 1 Output |
+-------------------------------------+-----------------------------------------------------------------------------------+
| in vec4 *VAR2* | Varying 2 Output |
+-------------------------------------+-----------------------------------------------------------------------------------+
| const vec2 *SCREEN\_UV* | Screen Texture Coordinate (for using with texscreen) |
+-------------------------------------+-----------------------------------------------------------------------------------+
| const vec2 *POINT\_COORD* | Current UV for Point Sprite |
+-------------------------------------+-----------------------------------------------------------------------------------+
| const float *TIME* | Time (in seconds) |
+-------------------------------------+-----------------------------------------------------------------------------------+
| const bool *AT_LIGHT_PASS* | Whether the shader is being run for a lighting pass (happens per affecting light) |
+-------------------------------------+-----------------------------------------------------------------------------------+
CanvasItem (2D) - LightShader
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~