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