diff --git a/tutorials/shading/shading_reference/spatial_shader.rst b/tutorials/shading/shading_reference/spatial_shader.rst index 408fe2b4d..c2bb0744d 100644 --- a/tutorials/shading/shading_reference/spatial_shader.rst +++ b/tutorials/shading/shading_reference/spatial_shader.rst @@ -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. | +-----------------------------------+--------------------------------------------------------------------------------------------------+