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@@ -173,7 +173,7 @@ shader, this value can be used as desired.
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+----------------------------------------+--------------------------------------------------------+
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| in vec3 **CAMERA_DIRECTION_WORLD** | Camera world space direction. |
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+----------------------------------------+--------------------------------------------------------+
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-| in int **CAMERA_VISIBLE_LAYERS** | Cull layers of the camera rendering the current pass. |
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+| in uint **CAMERA_VISIBLE_LAYERS** | Cull layers of the camera rendering the current pass. |
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+----------------------------------------+--------------------------------------------------------+
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| in bool **OUTPUT_IS_SRGB** | ``true`` when output is in sRGB color space |
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| | (this is ``true`` in the Compatibility renderer, |
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@@ -294,7 +294,7 @@ these properties, and if you don't write to them, Godot will optimize away the c
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| in vec3 **CAMERA_DIRECTION_WORLD** | Camera direction, in world space. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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-| in int **CAMERA_VISIBLE_LAYERS** | Cull layers of the camera rendering the current pass. |
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+| in uint **CAMERA_VISIBLE_LAYERS** | Cull layers of the camera rendering the current pass. |
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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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