From b1f74200e64d33dd7bb8ddf2af739131140ca061 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Pedro=20J=2E=20Est=C3=A9banez?= Date: Thu, 15 Jun 2017 14:54:30 +0200 Subject: [PATCH] Document new AT_LIGHT_PASS builtin (#394) --- .../features/shading/shading_language.rst | 66 ++++++++++--------- 1 file changed, 35 insertions(+), 31 deletions(-) diff --git a/learning/features/shading/shading_language.rst b/learning/features/shading/shading_language.rst index cda7ba777..41dcfa6ac 100644 --- a/learning/features/shading/shading_language.rst +++ b/learning/features/shading/shading_language.rst @@ -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 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~