Просмотр исходного кода

Organize built-in order in CanvasItem shaders (#5716)

Ethan Ruhl 3 лет назад
Родитель
Сommit
75b51ec2f4
1 измененных файлов с 10 добавлено и 10 удалено
  1. 10 10
      tutorials/shaders/shader_reference/canvas_item_shader.rst

+ 10 - 10
tutorials/shaders/shader_reference/canvas_item_shader.rst

@@ -172,32 +172,32 @@ it to the ``NORMALMAP`` property. Godot will handle converting it for use in 2D
 |                                             | position in window, ``z`` specifies fragment depth if         |
 |                                             | ``DEPTH`` is not used. Origin is lower-left.                  |
 +---------------------------------------------+---------------------------------------------------------------+
-| in vec2 **UV**                              | UV from vertex function.                                      |
-+---------------------------------------------+---------------------------------------------------------------+
-| in vec2 **SCREEN_UV**                       | Screen UV for use with **SCREEN_TEXTURE**.                    |
-+---------------------------------------------+---------------------------------------------------------------+
 | in vec2 **SCREEN_PIXEL_SIZE**               | Size of individual pixels. Equal to inverse of resolution.    |
 +---------------------------------------------+---------------------------------------------------------------+
 | in vec2 **POINT_COORD**                     | Coordinate for drawing points.                                |
 +---------------------------------------------+---------------------------------------------------------------+
-| in bool **AT_LIGHT_PASS**                   | ``true`` if this is a light pass.                             |
-+---------------------------------------------+---------------------------------------------------------------+
 | sampler2D **TEXTURE**                       | Default 2D texture.                                           |
 +---------------------------------------------+---------------------------------------------------------------+
 | in vec2 **TEXTURE_PIXEL_SIZE**              | Normalized pixel size of default 2D texture.                  |
 |                                             | For a Sprite2D with a texture of size 64x32px,                |
 |                                             | **TEXTURE_PIXEL_SIZE** = :code`vec2(1/64, 1/32)`              |
 +---------------------------------------------+---------------------------------------------------------------+
+| in bool **AT_LIGHT_PASS**                   | ``true`` if this is a light pass.                             |
++---------------------------------------------+---------------------------------------------------------------+
 | sampler2D **SPECULAR_SHININESS_TEXTURE**    |                                                               |
 +---------------------------------------------+---------------------------------------------------------------+
 | in vec4 **SPECULAR_SHININESS**              |                                                               |
 +---------------------------------------------+---------------------------------------------------------------+
-| sampler2D **SCREEN_TEXTURE**                | Screen texture, mipmaps contain gaussian blurred versions.    |
+| in vec2 **UV**                              | UV from vertex function.                                      |
 +---------------------------------------------+---------------------------------------------------------------+
-| sampler2D **NORMAL_TEXTURE**                | Default 2D normal texture.                                    |
+| in vec2 **SCREEN_UV**                       | Screen UV for use with **SCREEN_TEXTURE**.                    |
++---------------------------------------------+---------------------------------------------------------------+
+| sampler2D **SCREEN_TEXTURE**                | Screen texture, mipmaps contain gaussian blurred versions.    |
 +---------------------------------------------+---------------------------------------------------------------+
 | inout vec3 **NORMAL**                       | Normal read from **NORMAL_TEXTURE**. Writable.                |
 +---------------------------------------------+---------------------------------------------------------------+
+| sampler2D **NORMAL_TEXTURE**                | Default 2D normal texture.                                    |
++---------------------------------------------+---------------------------------------------------------------+
 | out vec3 **NORMAL_MAP**                     | Configures normal maps meant for 3D for use in 2D. If used,   |
 |                                             | overrides **NORMAL**.                                         |
 +---------------------------------------------+---------------------------------------------------------------+
@@ -239,8 +239,6 @@ When the shader is on a light pass, the ``AT_LIGHT_PASS`` variable will be ``tru
 +--------------------------------+------------------------------------------------------------------------------+
 | in vec2 **UV**                 | UV from vertex function, equivalent to the UV in the fragment function.      |
 +--------------------------------+------------------------------------------------------------------------------+
-| in vec4 **SPECULAR_SHININESS** |                                                                              |
-+--------------------------------+------------------------------------------------------------------------------+
 | sampler2D **TEXTURE**          | Current texture in use for CanvasItem.                                       |
 +--------------------------------+------------------------------------------------------------------------------+
 | in vec2 **TEXTURE_PIXEL_SIZE** | Normalized pixel size of default 2D texture.                                 |
@@ -260,6 +258,8 @@ When the shader is on a light pass, the ``AT_LIGHT_PASS`` variable will be ``tru
 | inout vec4 **LIGHT**           | Value from the Light texture and output color. Can be modified. If not used, |
 |                                | the light function is ignored.                                               |
 +--------------------------------+------------------------------------------------------------------------------+
+| in vec4 **SPECULAR_SHININESS** |                                                                              |
++--------------------------------+------------------------------------------------------------------------------+
 | out vec4 **SHADOW_MODULATE**   |                                                                              |
 +--------------------------------+------------------------------------------------------------------------------+