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@@ -254,7 +254,7 @@ these properties, and if you don't write to them, Godot will optimize away the c
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| in vec4 **FRAGCOORD** | Coordinate of pixel center in screen space. ``xy`` specifies position in window, ``z`` |
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| | specifies fragment depth if ``DEPTH`` is not used. Origin is lower-left. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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-| in bool **FRONT_FACING** | ``true`` if current face if front face. |
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+| in bool **FRONT_FACING** | ``true`` if current face is front facing. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| in vec3 **VIEW** | Normalized vector from fragment position to camera (in view space). This is the same for both |
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| | perspective and orthogonal cameras. |
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