mirror of
https://github.com/godotengine/godot.git
synced 2025-02-16 07:40:36 +00:00
Updated shader (markdown)
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
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user