From d3f0ec6c3ad40d523ba82aa048cd87cc51347886 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Johan=20Aires=20Rast=C3=A9n?= Date: Thu, 4 May 2023 09:45:05 +0200 Subject: [PATCH] Add SPECULAR_AMOUNT spatial light shader built-in --- tutorials/shaders/shader_reference/spatial_shader.rst | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/tutorials/shaders/shader_reference/spatial_shader.rst b/tutorials/shaders/shader_reference/spatial_shader.rst index 0c399d404..007764162 100644 --- a/tutorials/shaders/shader_reference/spatial_shader.rst +++ b/tutorials/shaders/shader_reference/spatial_shader.rst @@ -443,7 +443,11 @@ If you want the lights to add together, add the light contribution to ``DIFFUSE_ +-----------------------------------+----------------------------------------------------+ | in vec3 **LIGHT_COLOR** | Color of light multiplied by energy. | +-----------------------------------+----------------------------------------------------+ -| in vec3 **LIGHT_IS_DIRECTIONAL** | ``true`` if this pass is a ``DirectionalLight3D``. | +| in float **SPECULAR_AMOUNT** | 2.0 * ``light_specular`` property for | +| | ``OmniLight3D`` and ``SpotLight3D``. | +| | 1.0 for ``DirectionalLight3D``. | ++-----------------------------------+----------------------------------------------------+ +| in bool **LIGHT_IS_DIRECTIONAL** | ``true`` if this pass is a ``DirectionalLight3D``. | +-----------------------------------+----------------------------------------------------+ | in float **ATTENUATION** | Attenuation based on distance or shadow. | +-----------------------------------+----------------------------------------------------+