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@@ -44,7 +44,7 @@ not marked.
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Vertex data (``VERTEX``) is presented in local space (pixel coordinates, relative to the camera).
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If not written to, these values will not be modified and be passed through as they came.
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-User can disable the built-in modelview transform (projection will still happen later) and do
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+The user can disable the built-in modelview transform (projection will still happen later) and do
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it manually with the following code:
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.. code-block:: glsl
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@@ -57,7 +57,7 @@ it manually with the following code:
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VERTEX = (EXTRA_MATRIX * (WORLD_MATRIX * vec4(VERTEX, 0.0, 1.0))).xy;
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}
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-Other built-ins such as UV and COLOR are also passed through to the fragment function if not modified.
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+Other built-ins, such as UV and COLOR, are also passed through to the fragment function if not modified.
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For instancing, the INSTANCE_CUSTOM variable contains the instance custom data. When using particles, this information
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is usually:
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@@ -94,9 +94,9 @@ Fragment built-ins
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^^^^^^^^^^^^^^^^^^
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Certain Nodes (for example, :ref:`Sprites <class_Sprite>`) display a texture by default. However,
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-when a custom fragment function is attached to these nodes the texture lookup needs to be done
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-manually. Godot does not provide the texture color in the ``COLOR`` built-in variable, to read
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-the texture color for such nodes use:
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+when a custom fragment function is attached to these nodes, the texture lookup needs to be done
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+manually. Godot does not provide the texture color in the ``COLOR`` built-in variable; to read
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+the texture color for such nodes, use:
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.. code-block:: glsl
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@@ -104,7 +104,7 @@ the texture color for such nodes use:
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This differs from the behaviour of the built-in normal map. If a normal map is attached, Godot uses
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it by default and assigns its value to the built-in ``NORMAL`` variable. If you are using a normal
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-map meant for use in 3D, it will appear inverted. In order to use it in your shader you must assign
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+map meant for use in 3D, it will appear inverted. In order to use it in your shader, you must assign
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it to the ``NORMALMAP`` property. Godot will handle converting it for use in 2D and overwriting ``NORMAL``.
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.. code-block:: glsl
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@@ -156,9 +156,9 @@ Light processor functions work differently in 2D than they do in 3D. In CanvasIt
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shader is called once for the object being drawn, and then once for each light touching that
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object in the scene. Use render_mode ``unshaded`` if you do not want any light passes to occur
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for that object. Use render_mode ``light_only`` if you only want light passes to occur for
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-that object, this can be useful when you only want the object visible where it is covered by light.
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+that object; this can be useful when you only want the object visible where it is covered by light.
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-When the shader is on a light pass the ``AT_LIGHT_PASS`` variable will be ``true``.
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+When the shader is on a light pass, the ``AT_LIGHT_PASS`` variable will be ``true``.
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+-------------------------------------+-------------------------------------------------------------------------------+
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| Built-in | Description |
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