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14 changes: 9 additions & 5 deletions tutorials/shaders/shader_reference/spatial_shader.rst
Original file line number Diff line number Diff line change
Expand Up @@ -192,7 +192,9 @@ shader, this value can be used as desired.
+----------------------------------------+--------------------------------------------------------+
| in vec3 **NODE_POSITION_VIEW** | Node position, in view space. |
+----------------------------------------+--------------------------------------------------------+
| in vec3 **CAMERA_POSITION_WORLD** | Camera position, in world space. |
| in vec3 **CAMERA_POSITION_WORLD** | Camera position, in world space. Represents the |
| | midpoint of the two eyes when in multiview/stereo |
| | rendering. |
+----------------------------------------+--------------------------------------------------------+
| in vec3 **CAMERA_DIRECTION_WORLD** | Camera direction, in world space. |
+----------------------------------------+--------------------------------------------------------+
Expand All @@ -210,8 +212,8 @@ shader, this value can be used as desired.
+----------------------------------------+--------------------------------------------------------+
| in int **VIEW_RIGHT** | Constant for right eye, always ``1``. |
+----------------------------------------+--------------------------------------------------------+
| in vec3 **EYE_OFFSET** | Position offset for the eye being rendered. |
| | Only applicable for multiview rendering. |
| in vec3 **EYE_OFFSET** | Position offset for the eye being rendered, in view |
| | space. Only applicable for multiview rendering. |
+----------------------------------------+--------------------------------------------------------+
| inout vec3 **VERTEX** | Position of the vertex, in model space. |
| | In world space if ``world_vertex_coords`` is used. |
Expand Down Expand Up @@ -322,7 +324,8 @@ these properties, and if you don't write to them, Godot will optimize away the c
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| in vec3 **NODE_POSITION_VIEW** | Node position, in view space. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| in vec3 **CAMERA_POSITION_WORLD** | Camera position, in world space. |
| in vec3 **CAMERA_POSITION_WORLD** | Camera position, in world space. Represents the midpoint of the two eyes when in |
| | multiview/stereo rendering. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| in vec3 **CAMERA_DIRECTION_WORLD** | Camera direction, in world space. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
Expand All @@ -343,7 +346,8 @@ these properties, and if you don't write to them, Godot will optimize away the c
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| in int **VIEW_RIGHT** | Constant for right eye, always ``1``. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| in vec3 **EYE_OFFSET** | Position offset for the eye being rendered. Only applicable for multiview rendering. |
| in vec3 **EYE_OFFSET** | Position offset for the eye being rendered, in view space. Only applicable for multiview |
| | rendering. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
| sampler2D **SCREEN_TEXTURE** | Removed in Godot 4. Use a ``sampler2D`` with ``hint_screen_texture`` instead. |
+----------------------------------------+--------------------------------------------------------------------------------------------------+
Expand Down