Updated shader (markdown)

Juan Linietsky 2015-04-30 13:54:50 -03:00
parent 763db9cee3
commit f5ded531e6

@ -194,14 +194,14 @@ Depending on the shader type, several built-in variables are available, listed a
| const vec4 **VAR2** | Varying 2 |
| const vec2 **SCREEN_UV**| Screen Texture Coordinate (for using with texscreen) |
| const float **TIME**| Time (in seconds) |
| const vec2 **POINT_COORD** | UV for point, when drawing point sprites. |
| out vec3 **DIFFUSE** | Diffuse Color |
| out vec4 **DIFFUSE_ALPHA** | Diffuse Color with Alpha (using this sends geometry to alpha pipeline) |
| out vec3 **SPECULAR** | Specular Color |
| out vec3 **EMISSION** | Emission Color |
| out float **SPEC_EXP** | Specular Exponent (Fragment Version) |
| out float **GLOW** | Glow |
| out float **POINT_COORD** | UV for point, when drawing point sprites. |
| out float **INV_CAMERA_MATRIX** | Inverse camera matrix, can be used to obtain world coords (see example below). |
| out mat4 **INV_CAMERA_MATRIX** | Inverse camera matrix, can be used to obtain world coords (see example below). |
##### Material - LightShader