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@@ -377,41 +377,45 @@ CanvasItem (2D) - VertexShader
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+-----------------------------------+--------------------------------------------------------------------------------------------+
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+-----------------------------------+--------------------------------------------------------------------------------------------+
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| const float *TIME* | Time (in seconds) |
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| const float *TIME* | Time (in seconds) |
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+-----------------------------------+--------------------------------------------------------------------------------------------+
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+-----------------------------------+--------------------------------------------------------------------------------------------+
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+| const bool *AT_LIGHT_PASS* | Whether the shader is being run for a lighting pass (happens per affecting light) |
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++-----------------------------------+--------------------------------------------------------------------------------------------+
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CanvasItem (2D) - FragmentShader
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CanvasItem (2D) - FragmentShader
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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-+-------------------------------------+------------------------------------------------------------------------------+
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-| Variable | Description |
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-+=====================================+==============================================================================+
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-| const vec4 *SRC\_COLOR* | Vertex color |
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-+-------------------------------------+------------------------------------------------------------------------------+
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-| const vec4 *POSITION* | Screen Position |
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-+-------------------------------------+------------------------------------------------------------------------------+
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-| vec2 *UV* | UV |
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-+-------------------------------------+------------------------------------------------------------------------------+
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-| out color *COLOR* | Output Color |
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-+-------------------------------------+------------------------------------------------------------------------------+
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-| out vec3 *NORMAL* | Optional Normal (used for 2D Lighting) |
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-+-------------------------------------+------------------------------------------------------------------------------+
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-| out vec3 *NORMALMAP* | Optional Normal in standard normalmap format (flipped y and Z from 0 to 1) |
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-+-------------------------------------+------------------------------------------------------------------------------+
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-| out float *NORMALMAP\_DEPTH* | Depth option for above normalmap output, default value is 1.0 |
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-+-------------------------------------+------------------------------------------------------------------------------+
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-| const texture *TEXTURE* | Current texture in use for CanvasItem |
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-+-------------------------------------+------------------------------------------------------------------------------+
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-| const vec2 *TEXTURE\_PIXEL\_SIZE* | Pixel size for current 2D texture |
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-+-------------------------------------+------------------------------------------------------------------------------+
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-| in vec4 *VAR1* | Varying 1 Output |
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-+-------------------------------------+------------------------------------------------------------------------------+
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-| in vec4 *VAR2* | Varying 2 Output |
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-+-------------------------------------+------------------------------------------------------------------------------+
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-| const vec2 *SCREEN\_UV* | Screen Texture Coordinate (for using with texscreen) |
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-+-------------------------------------+------------------------------------------------------------------------------+
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-| const vec2 *POINT\_COORD* | Current UV for Point Sprite |
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-+-------------------------------------+------------------------------------------------------------------------------+
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-| const float *TIME* | Time (in seconds) |
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-+-------------------------------------+------------------------------------------------------------------------------+
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++-------------------------------------+------------------------------------------------------------------------------------+
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+| Variable | Description |
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++=====================================+====================================================================================+
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+| const vec4 *SRC\_COLOR* | Vertex color |
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++-------------------------------------+------------------------------------------------------------------------------------+
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+| const vec4 *POSITION* | Screen Position |
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++-------------------------------------+------------------------------------------------------------------------------------+
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+| vec2 *UV* | UV |
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++-------------------------------------+------------------------------------------------------------------------------------+
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+| out color *COLOR* | Output Color |
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++-------------------------------------+------------------------------------------------------------------------------------+
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+| out vec3 *NORMAL* | Optional Normal (used for 2D Lighting) |
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++-------------------------------------+------------------------------------------------------------------------------------+
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+| out vec3 *NORMALMAP* | Optional Normal in standard normalmap format (flipped y and Z from 0 to 1) |
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++-------------------------------------+------------------------------------------------------------------------------------+
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+| out float *NORMALMAP\_DEPTH* | Depth option for above normalmap output, default value is 1.0 |
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++-------------------------------------+------------------------------------------------------------------------------------+
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+| const texture *TEXTURE* | Current texture in use for CanvasItem |
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++-------------------------------------+------------------------------------------------------------------------------------+
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+| const vec2 *TEXTURE\_PIXEL\_SIZE* | Pixel size for current 2D texture |
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++-------------------------------------+------------------------------------------------------------------------------------+
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+| in vec4 *VAR1* | Varying 1 Output |
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++-------------------------------------+------------------------------------------------------------------------------------+
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+| in vec4 *VAR2* | Varying 2 Output |
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++-------------------------------------+------------------------------------------------------------------------------------+
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+| const vec2 *SCREEN\_UV* | Screen Texture Coordinate (for using with texscreen) |
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++-------------------------------------+------------------------------------------------------------------------------------+
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+| const vec2 *POINT\_COORD* | Current UV for Point Sprite |
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++-------------------------------------+------------------------------------------------------------------------------------+
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+| const float *TIME* | Time (in seconds) |
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++-------------------------------------+------------------------------------------------------------------------------------+
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+| const bool *AT_LIGHT_PASS* | Whether the shader is being run for a lighting pass (happens per affecting light) |
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++-------------------------------------+------------------------------------------------------------------------------------+
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CanvasItem (2D) - LightShader
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CanvasItem (2D) - LightShader
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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