diff --git a/tutorials/shaders/shader_reference/canvas_item_shader.rst b/tutorials/shaders/shader_reference/canvas_item_shader.rst index bac835ec29e..3090093e523 100644 --- a/tutorials/shaders/shader_reference/canvas_item_shader.rst +++ b/tutorials/shaders/shader_reference/canvas_item_shader.rst @@ -159,8 +159,7 @@ it to the ``NORMALMAP`` property. Godot will handle converting it for use in 2D | Built-in | Description | +=============================================+===============================================================+ | in vec4 **FRAGCOORD** | Coordinate of pixel center. In screen space. ``xy`` specifies | -| | position in window, ``z`` specifies fragment depth if | -| | ``DEPTH`` is not used. Origin is lower-left. | +| | position in window. Origin is lower-left. | +---------------------------------------------+---------------------------------------------------------------+ | in vec2 **SCREEN_PIXEL_SIZE** | Size of individual pixels. Equal to inverse of resolution. | +---------------------------------------------+---------------------------------------------------------------+ @@ -233,8 +232,7 @@ Below is an example of a light shader that takes a CanvasItem's normal map into | Built-in | Description | +==================================+==============================================================================+ | in vec4 **FRAGCOORD** | Coordinate of pixel center. In screen space. ``xy`` specifies | -| | position in window, ``z`` specifies fragment depth if | -| | ``DEPTH`` is not used. Origin is lower-left. | +| | position in window. Origin is lower-left. | +----------------------------------+------------------------------------------------------------------------------+ | in vec3 **NORMAL** | Input Normal. | +----------------------------------+------------------------------------------------------------------------------+