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@@ -76,15 +76,15 @@ In GLES2, the following features in the :ref:`Environment <class_Environment>` a
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- Tonemapping
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- Screen space reflections
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- Screen space ambient occlusion
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-- Depth of field
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-- Glow (also known as bloom)
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-- Adjustment
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That means that in GLES2 environments you can only set:
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- Sky (including procedural sky)
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- Ambient light
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- Fog
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+- Depth of field
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+- Glow (also known as bloom)
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+- Adjustment
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GIProbes
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--------
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@@ -127,30 +127,8 @@ For a complete list of built-in GLSL functions see the :ref:`Shading Language do
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+------------------------------------------------------------------------+--------------------------------------------------+
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| Function | Note |
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+========================================================================+==================================================+
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-| vec_type **sinh** ( vec_type ) | |
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-+------------------------------------------------------------------------+--------------------------------------------------+
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-| vec_type **cosh** ( vec_type ) | |
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-+------------------------------------------------------------------------+--------------------------------------------------+
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-| vec_type **tanh** ( vec_type ) | |
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-+------------------------------------------------------------------------+--------------------------------------------------+
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-| vec_type **asinh** ( vec_type ) | |
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-+------------------------------------------------------------------------+--------------------------------------------------+
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-| vec_type **acosh** ( vec_type ) | |
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-+------------------------------------------------------------------------+--------------------------------------------------+
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-| vec_type **atanh** ( vec_type ) | |
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-+------------------------------------------------------------------------+--------------------------------------------------+
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-| vec_type **round** ( vec_type ) | |
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-+------------------------------------------------------------------------+--------------------------------------------------+
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-| vec_type **roundEven** ( vec_type ) | |
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-+------------------------------------------------------------------------+--------------------------------------------------+
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-| vec_type **trunc** ( vec_type ) | |
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-+------------------------------------------------------------------------+--------------------------------------------------+
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| vec_type **modf** ( vec_type x, out vec_type i ) | |
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+------------------------------------------------------------------------+--------------------------------------------------+
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-| vec_bool_type **isnan** ( vec_type ) | |
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-+------------------------------------------------------------------------+--------------------------------------------------+
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-| vec_bool_type **isinf** ( vec_type ) | |
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-+------------------------------------------------------------------------+--------------------------------------------------+
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| vec_int_type **floatBitsToInt** ( vec_type ) | |
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+------------------------------------------------------------------------+--------------------------------------------------+
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| vec_uint_type **floatBitsToUint** ( vec_type ) | |
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@@ -161,12 +139,6 @@ For a complete list of built-in GLSL functions see the :ref:`Shading Language do
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+------------------------------------------------------------------------+--------------------------------------------------+
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| mat_type **outerProduct** ( vec_type, vec_type ) | |
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+------------------------------------------------------------------------+--------------------------------------------------+
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-| mat_type **transpose** ( mat_type ) | |
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-+------------------------------------------------------------------------+--------------------------------------------------+
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-| float **determinant** ( mat_type ) | |
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-+------------------------------------------------------------------------+--------------------------------------------------+
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-| mat_type **inverse** ( mat_type ) | |
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-+------------------------------------------------------------------------+--------------------------------------------------+
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| ivec2 **textureSize** ( sampler2D_type s, int lod ) | See workaround below |
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+------------------------------------------------------------------------+--------------------------------------------------+
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| ivec2 **textureSize** ( samplerCube s, int lod ) | See workaround below |
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@@ -214,6 +186,8 @@ uniform with the texture size yourself.
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material_name.set_shader_param("textureName", my_texture)
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material_name.set_shader_param("textureName_size", my_texture_size)
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+Built in variables and render modes
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+-----------------------------------
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Godot also provides many built-in variables and render modes. Some cannot be supported in GLES2. Below is a list of
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built-in variables and render modes that, when written to, will have no effect or could even cause issues when using
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