Updated shader (markdown)

Juan Linietsky 2015-03-22 14:11:19 -03:00
parent 5c79f9d4d4
commit 0b0954c81d

@ -258,13 +258,21 @@ Depending on the shader type, several built-in variables are available, listed a
| Variable | Description |
| ------ | ------- |
| const vec4 **COLOR** | Output color from fragment stage |
| const vec3 **NORMAL** | Normal from framgent stage (vec3(0,0,1) if unset before) |
| const vec2 **LIGHT_DIR** | Light direction vector |
| const float **LIGHT_DISTANCE** | Distance to Light |
| out vec3 **LIGHT** | Shader Color (to be composited with light texture) |
| const vec4 **POSITION** | Screen Position |
| in vec3 **NORMAL** | Input Normal |
| in vec2 **UV** | UV |
| in color **COLOR** | Output Color |
| 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) |
| vec2 **LIGHT_VEC** | Vector from light to fragment, can be modified to alter shadow computation. |
| const float **LIGHT_HEIGHT** | Height of Light |
| const color **LIGHT_COLOR** | Color of Light |
| out vec4 **LIGHT** | Light Ouput (shader is ignored if this is not used) |
### Examples