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@@ -6,8 +6,8 @@ CanvasItem shaders
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CanvasItem shaders are used to draw all 2D elements in Godot. These include
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all nodes that inherit from CanvasItems, and all GUI elements.
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-CanvasItem shaders contain fewer built-in variables and functionality than
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-:ref:`Spatial shaders<doc_spatial_shader>`, but they maintain the same basic structure
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+CanvasItem shaders contain fewer built-in variables and functionality than
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+:ref:`Spatial shaders<doc_spatial_shader>`, but they maintain the same basic structure
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with vertex, fragment, and light processor functions.
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Render modes
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@@ -223,6 +223,10 @@ it to the ``NORMAL_MAP`` property. Godot will handle converting it for use in 2D
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+---------------------------------------------+---------------------------------------------------------------+
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| in vec2 **SCREEN_PIXEL_SIZE** | Size of individual pixels. Equal to inverse of resolution. |
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+---------------------------------------------+---------------------------------------------------------------+
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+| in vec4 **REGION_RECT** | Visible area of the sprite region in format |
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+| | ``(x, y, width, height)``. Varies according to |
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+| | Sprite2D's ``region_enabled`` property. |
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++---------------------------------------------+---------------------------------------------------------------+
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| in vec2 **POINT_COORD** | Coordinate for drawing points. |
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+---------------------------------------------+---------------------------------------------------------------+
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| sampler2D **TEXTURE** | Default 2D texture. |
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@@ -238,6 +242,9 @@ it to the ``NORMAL_MAP`` property. Godot will handle converting it for use in 2D
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| in vec4 **SPECULAR_SHININESS** | Specular shininess color, as sampled from the texture. |
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+---------------------------------------------+---------------------------------------------------------------+
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| in vec2 **UV** | UV from the ``vertex()`` function. |
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+| | For Sprite2D with region enabled, this will sample the entire |
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+| | texture. Use ``REGION_RECT`` instead to sample only the |
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+| | region defined in the Sprite2D's properties. |
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+---------------------------------------------+---------------------------------------------------------------+
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| in vec2 **SCREEN_UV** | Screen UV coordinate for current pixel. |
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+---------------------------------------------+---------------------------------------------------------------+
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