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@@ -169,6 +169,12 @@ shader, this value can be used as desired.
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+----------------------------------------+--------------------------------------------------------+
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| in vec4 **INSTANCE_CUSTOM** | Instance custom data (for particles, mostly). |
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+----------------------------------------+--------------------------------------------------------+
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+| in int **VIEW_INDEX** | |
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++----------------------------------------+--------------------------------------------------------+
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+| in int **VIEW_MONO_LEFT** | |
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++----------------------------------------+--------------------------------------------------------+
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+| in int **VIEW_RIGHT** | |
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++----------------------------------------+--------------------------------------------------------+
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| inout vec3 **VERTEX** | Vertex in local coordinates. |
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+----------------------------------------+--------------------------------------------------------+
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| inout vec3 **NORMAL** | Normal in local coordinates. |
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@@ -255,6 +261,12 @@ 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 **VERTEX** | Vertex that comes from vertex function (default, in view space). |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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+| in int **VIEW_INDEX** | |
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++-------------------------------------------+--------------------------------------------------------------------------------------------------+
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+| in int **VIEW_MONO_LEFT** | |
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++-------------------------------------------+--------------------------------------------------------------------------------------------------+
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+| in int **VIEW_RIGHT** | |
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++-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| sampler2D **SCREEN_TEXTURE** | Built-in Texture for reading from the screen. Mipmaps contain increasingly blurred copies. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| in vec2 **SCREEN_UV** | Screen UV coordinate for current pixel. |
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@@ -311,8 +323,6 @@ these properties, and if you don't write to them, Godot will optimize away the c
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **SSS_TRANSMITTANCE_DEPTH** | |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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-| out float **SSS_TRANSMITTANCE_CURVE** | |
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-+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **SSS_TRANSMITTANCE_BOOST** | |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| inout vec3 **BACKLIGHT** | |
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