From d8f2ce6d6fdbec0c64c5f342e6c8f13cd4a1e17d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E8=B0=A2=E5=A4=A9?= Date: Wed, 3 Jan 2024 11:52:08 +0800 Subject: [PATCH] Update spatial_shader.rst to mention godot use the same VIEW vector for both perspective and orthogonal cameras. --- tutorials/shaders/shader_reference/spatial_shader.rst | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/tutorials/shaders/shader_reference/spatial_shader.rst b/tutorials/shaders/shader_reference/spatial_shader.rst index 9ba5537ab88..8809a9771fa 100644 --- a/tutorials/shaders/shader_reference/spatial_shader.rst +++ b/tutorials/shaders/shader_reference/spatial_shader.rst @@ -253,7 +253,8 @@ these properties, and if you don't write to them, Godot will optimize away the c +----------------------------------------+--------------------------------------------------------------------------------------------------+ | in bool **FRONT_FACING** | ``true`` if current face if front face. | +----------------------------------------+--------------------------------------------------------------------------------------------------+ -| in vec3 **VIEW** | Normalized vector from fragment position to camera (in view space). | +| in vec3 **VIEW** | Normalized vector from fragment position to camera (in view space). This is the same for both | +| | perspective and orthogonal cameras. | +----------------------------------------+--------------------------------------------------------------------------------------------------+ | in vec2 **UV** | UV that comes from vertex function. | +----------------------------------------+--------------------------------------------------------------------------------------------------+