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@@ -178,11 +178,16 @@ 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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+| in int **VIEW_INDEX** | The view that we are rendering. |
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+| | ``VIEW_MONO_LEFT`` (``0``) for Mono (not multiview) or |
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+| | left eye, ``VIEW_RIGHT`` (``1``) for right eye. |
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+----------------------------------------+--------------------------------------------------------+
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-| in int **VIEW_MONO_LEFT** | |
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+| in int **VIEW_MONO_LEFT** | Constant for Mono or left eye, always ``0``. |
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+----------------------------------------+--------------------------------------------------------+
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-| in int **VIEW_RIGHT** | |
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+| in int **VIEW_RIGHT** | Constant for right eye, always ``1``. |
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++----------------------------------------+--------------------------------------------------------+
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+| in vec3 **EYE_OFFSET** | Position offset for the eye being rendered. |
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+| | Only applicable for multiview rendering. |
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+----------------------------------------+--------------------------------------------------------+
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| inout vec3 **VERTEX** | Vertex in local coordinates. |
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+----------------------------------------+--------------------------------------------------------+
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@@ -285,11 +290,15 @@ 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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+| in int **VIEW_INDEX** | The view that we are rendering. |
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+| | ``VIEW_MONO_LEFT`` (``0``) for Mono (not multiview) or |
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+| | left eye, ``VIEW_RIGHT`` (``1``) for right eye. |
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++----------------------------------------+--------------------------------------------------------------------------------------------------+
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+| in int **VIEW_MONO_LEFT** | Constant for Mono or left eye, always ``0``. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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-| in int **VIEW_MONO_LEFT** | |
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+| in int **VIEW_RIGHT** | Constant for right eye, always ``1``. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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-| in int **VIEW_RIGHT** | |
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+| in vec3 **EYE_OFFSET** | Position offset for the eye being rendered. Only applicable for multiview rendering. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| sampler2D **SCREEN_TEXTURE** | Removed in Godot 4. Use a ``sampler2D`` with ``hint_screen_texture`` instead. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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