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@@ -273,11 +273,13 @@ 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 mat4 **INV_PROJECTION_MATRIX** | Clip space to view space transform. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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-| in vec3 **NODE_POSITION_WORLD** | Node world space position |
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+| in vec3 **NODE_POSITION_WORLD** | Node position, in world space. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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-| in vec3 **NODE_POSITION_VIEW** | Node view space position |
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+| in vec3 **NODE_POSITION_VIEW** | Node position, in view space. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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-| in vec3 **CAMERA_POSITION_WORLD** | Camera world space position |
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+| in vec3 **CAMERA_POSITION_WORLD** | Camera position, in world space. |
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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 vec3 **VERTEX** | Vertex that comes from vertex function (default, in view space). |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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