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@@ -95,9 +95,9 @@ it manually with the following code:
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// same as above for binormal and tangent, if normal mapping is used
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}
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-Other built-ins such as UV, UV2 and COLOR are also passed through to the fragment function if not modified.
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+Other built-ins, such as UV, UV2 and COLOR, are also passed through to the fragment function if not modified.
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-Users can override the modelview and projection transforms using the ``POSITION`` built-in. When ``POSITION`` is used
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+Users can override the modelview and projection transforms using the ``POSITION`` built-in. When ``POSITION`` is used,
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the value from ``VERTEX`` is ignored and projection does not happen. However, the value passed to the fragment shader
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still comes from ``VERTEX``.
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@@ -201,11 +201,11 @@ these properties, and if you don't write to them, Godot will optimize away the c
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+-----------------------------------+--------------------------------------------------------------------------------------------------+
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| out vec3 **ALBEDO** | Albedo (default white). |
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+-----------------------------------+--------------------------------------------------------------------------------------------------+
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-| out float **ALPHA** | Alpha (0..1), if written to the material will go to transparent pipeline. |
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+| out float **ALPHA** | Alpha (0..1); if written to, the material will go to the transparent pipeline. |
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+-----------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **METALLIC** | Metallic (0..1). |
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+-----------------------------------+--------------------------------------------------------------------------------------------------+
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-| out float **SPECULAR** | Specular. Defaults to 0.5, best to not modify unless you want to change IOR. |
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+| out float **SPECULAR** | Specular. Defaults to 0.5, best not to modify unless you want to change IOR. |
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+-----------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **ROUGHNESS** | Roughness (0..1). |
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+-----------------------------------+--------------------------------------------------------------------------------------------------+
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@@ -227,7 +227,7 @@ these properties, and if you don't write to them, Godot will optimize away the c
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+-----------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **AO** | Strength of Ambient Occlusion. For use with pre-baked AO. |
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+-----------------------------------+--------------------------------------------------------------------------------------------------+
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-| out float **AO_LIGHT_AFFECT** | How much AO affects lights (0..1. default 0). |
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+| out float **AO_LIGHT_AFFECT** | How much AO affects lights (0..1; default 0). |
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+-----------------------------------+--------------------------------------------------------------------------------------------------+
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| out vec3 **EMISSION** | Emission color (can go over 1,1,1 for HDR). |
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+-----------------------------------+--------------------------------------------------------------------------------------------------+
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