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