Document new AT_LIGHT_PASS builtin

This commit is contained in:
Pedro J. Estébanez 2017-06-15 14:36:25 +02:00 committed by GitHub
parent e455c5de5f
commit 5c1831ef7d
1 changed files with 35 additions and 31 deletions

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@ -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
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~