Document new AT_LIGHT_PASS builtin
This commit is contained in:
parent
e455c5de5f
commit
5c1831ef7d
|
@ -377,41 +377,45 @@ CanvasItem (2D) - VertexShader
|
|||
+-----------------------------------+--------------------------------------------------------------------------------------------+
|
||||
| const float *TIME* | Time (in seconds) |
|
||||
+-----------------------------------+--------------------------------------------------------------------------------------------+
|
||||
| const bool *AT_LIGHT_PASS* | Whether the shader is being run for a lighting pass (happens per affecting light) |
|
||||
+-----------------------------------+--------------------------------------------------------------------------------------------+
|
||||
|
||||
CanvasItem (2D) - FragmentShader
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
+-------------------------------------+------------------------------------------------------------------------------+
|
||||
| Variable | Description |
|
||||
+=====================================+==============================================================================+
|
||||
| const vec4 *SRC\_COLOR* | Vertex color |
|
||||
+-------------------------------------+------------------------------------------------------------------------------+
|
||||
| const vec4 *POSITION* | Screen Position |
|
||||
+-------------------------------------+------------------------------------------------------------------------------+
|
||||
| vec2 *UV* | UV |
|
||||
+-------------------------------------+------------------------------------------------------------------------------+
|
||||
| out color *COLOR* | Output Color |
|
||||
+-------------------------------------+------------------------------------------------------------------------------+
|
||||
| out vec3 *NORMAL* | Optional Normal (used for 2D Lighting) |
|
||||
+-------------------------------------+------------------------------------------------------------------------------+
|
||||
| out vec3 *NORMALMAP* | Optional Normal in standard normalmap format (flipped y and Z from 0 to 1) |
|
||||
+-------------------------------------+------------------------------------------------------------------------------+
|
||||
| out float *NORMALMAP\_DEPTH* | Depth option for above normalmap output, default value is 1.0 |
|
||||
+-------------------------------------+------------------------------------------------------------------------------+
|
||||
| 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) |
|
||||
+-------------------------------------+------------------------------------------------------------------------------+
|
||||
+-------------------------------------+------------------------------------------------------------------------------------+
|
||||
| Variable | Description |
|
||||
+=====================================+====================================================================================+
|
||||
| const vec4 *SRC\_COLOR* | Vertex color |
|
||||
+-------------------------------------+------------------------------------------------------------------------------------+
|
||||
| const vec4 *POSITION* | Screen Position |
|
||||
+-------------------------------------+------------------------------------------------------------------------------------+
|
||||
| vec2 *UV* | UV |
|
||||
+-------------------------------------+------------------------------------------------------------------------------------+
|
||||
| out color *COLOR* | Output Color |
|
||||
+-------------------------------------+------------------------------------------------------------------------------------+
|
||||
| out vec3 *NORMAL* | Optional Normal (used for 2D Lighting) |
|
||||
+-------------------------------------+------------------------------------------------------------------------------------+
|
||||
| out vec3 *NORMALMAP* | Optional Normal in standard normalmap format (flipped y and Z from 0 to 1) |
|
||||
+-------------------------------------+------------------------------------------------------------------------------------+
|
||||
| out float *NORMALMAP\_DEPTH* | Depth option for above normalmap output, default value is 1.0 |
|
||||
+-------------------------------------+------------------------------------------------------------------------------------+
|
||||
| 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) |
|
||||
+-------------------------------------+------------------------------------------------------------------------------------+
|
||||
| const bool *AT_LIGHT_PASS* | Whether the shader is being run for a lighting pass (happens per affecting light) |
|
||||
+-------------------------------------+------------------------------------------------------------------------------------+
|
||||
|
||||
CanvasItem (2D) - LightShader
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
|
Loading…
Reference in New Issue