fixed inout variables in spatial shader

This commit is contained in:
clayjohn
2019-02-02 14:29:20 -08:00
parent a30183a4c4
commit c9b1bc3a35
@@ -117,52 +117,52 @@ is usually:
This allows you to easily adjust the shader to a particle system using default particles material. When writing a custom particles
shader, this value can be used as desired.
+------------------------------------+-------------------------------------------------------+
| Built-in | Description |
+====================================+=======================================================+
| out mat4 **WORLD_MATRIX** | Model space to world space transform. |
+------------------------------------+-------------------------------------------------------+
| in mat4 **INV_CAMERA_MATRIX** | World space to view space transform. |
+------------------------------------+-------------------------------------------------------+
| out mat4 **PROJECTION_MATRIX** | View space to clip space transform. |
+------------------------------------+-------------------------------------------------------+
| in mat4 **CAMERA_MATRIX** | View space to world space transform. |
+------------------------------------+-------------------------------------------------------+
| out mat4 **MODELVIEW_MATRIX** | Model space to view space transform (use if possible).|
+------------------------------------+-------------------------------------------------------+
| out mat4 **INV_PROJECTION_MATRIX** | Clip space to view space transform. |
+------------------------------------+-------------------------------------------------------+
| in float **TIME** | Elapsed total time in seconds. |
+------------------------------------+-------------------------------------------------------+
| in vec2 **VIEWPORT_SIZE** | Size of viewport (in pixels). |
+------------------------------------+-------------------------------------------------------+
| out vec3 **VERTEX** | Vertex in local coordinates. |
+------------------------------------+-------------------------------------------------------+
| out vec3 **NORMAL** | Normal in local coordinates. |
+------------------------------------+-------------------------------------------------------+
| out vec3 **TANGENT** | Tangent in local coordinates. |
+------------------------------------+-------------------------------------------------------+
| out vec3 **BINORMAL** | Binormal in local coordinates. |
+------------------------------------+-------------------------------------------------------+
| out vec2 **UV** | UV main channel. |
+------------------------------------+-------------------------------------------------------+
| out vec2 **UV2** | UV secondary channel. |
+------------------------------------+-------------------------------------------------------+
| out vec4 **COLOR** | Color from vertices. |
+------------------------------------+-------------------------------------------------------+
| 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). |
+------------------------------------+-------------------------------------------------------+
| out float **ROUGHNESS** | Roughness for vertex lighting. |
+------------------------------------+-------------------------------------------------------+
| in bool **OUTPUT_IS_SRGB** | True when calculations happen in sRGB color space |
| | (true in GLES2, false in GLES3). |
+------------------------------------+-------------------------------------------------------+
+--------------------------------------+-------------------------------------------------------+
| Built-in | Description |
+======================================+=======================================================+
| inout mat4 **WORLD_MATRIX** | Model space to world space transform. |
+--------------------------------------+-------------------------------------------------------+
| in mat4 **INV_CAMERA_MATRIX** | World space to view space transform. |
+--------------------------------------+-------------------------------------------------------+
| inout mat4 **PROJECTION_MATRIX** | View space to clip space transform. |
+--------------------------------------+-------------------------------------------------------+
| in mat4 **CAMERA_MATRIX** | View space to world space transform. |
+--------------------------------------+-------------------------------------------------------+
| inout mat4 **MODELVIEW_MATRIX** | Model space to view space transform (use if possible).|
+--------------------------------------+-------------------------------------------------------+
| inout mat4 **INV_PROJECTION_MATRIX** | Clip space to view space transform. |
+--------------------------------------+-------------------------------------------------------+
| in float **TIME** | Elapsed total time in seconds. |
+--------------------------------------+-------------------------------------------------------+
| in vec2 **VIEWPORT_SIZE** | Size of viewport (in pixels). |
+--------------------------------------+-------------------------------------------------------+
| inout vec3 **VERTEX** | Vertex in local coordinates. |
+--------------------------------------+-------------------------------------------------------+
| inout vec3 **NORMAL** | Normal in local coordinates. |
+--------------------------------------+-------------------------------------------------------+
| inout vec3 **TANGENT** | Tangent in local coordinates. |
+--------------------------------------+-------------------------------------------------------+
| inout vec3 **BINORMAL** | Binormal in local coordinates. |
+--------------------------------------+-------------------------------------------------------+
| inout vec2 **UV** | UV main channel. |
+--------------------------------------+-------------------------------------------------------+
| inout vec2 **UV2** | UV secondary channel. |
+--------------------------------------+-------------------------------------------------------+
| inout vec4 **COLOR** | Color from vertices. |
+--------------------------------------+-------------------------------------------------------+
| inout 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). |
+--------------------------------------+-------------------------------------------------------+
| out float **ROUGHNESS** | Roughness for vertex lighting. |
+--------------------------------------+-------------------------------------------------------+
| in bool **OUTPUT_IS_SRGB** | True when calculations happen in sRGB color space |
| | (true in GLES2, false in GLES3). |
+--------------------------------------+-------------------------------------------------------+
Fragment built-ins
^^^^^^^^^^^^^^^^^^
@@ -196,11 +196,11 @@ these properties, and if you don't write to them, Godot will optimize away the c
+-----------------------------------+--------------------------------------------------------------------------------------------------+
| in bool **FRONT_FACING** | True if current face is front face. |
+-----------------------------------+--------------------------------------------------------------------------------------------------+
| out vec3 **NORMAL** | Normal that comes from vertex function (default, in view space). |
| inout vec3 **NORMAL** | Normal that comes from vertex function (default, in view space). |
+-----------------------------------+--------------------------------------------------------------------------------------------------+
| out vec3 **TANGENT** | Tangent that comes from vertex function. |
| inout vec3 **TANGENT** | Tangent that comes from vertex function. |
+-----------------------------------+--------------------------------------------------------------------------------------------------+
| out vec3 **BINORMAL** | Binormal that comes from vertex function. |
| inout vec3 **BINORMAL** | Binormal that comes from vertex function. |
+-----------------------------------+--------------------------------------------------------------------------------------------------+
| out vec3 **NORMALMAP** | Set normal here if reading normal from a texture instead of NORMAL. |
+-----------------------------------+--------------------------------------------------------------------------------------------------+