|
@@ -166,9 +166,9 @@ it to the ``NORMALMAP`` property. Godot will handle converting it for use in 2D
|
|
|
+---------------------------------------------+---------------------------------------------------------------+
|
|
|
| in bool **AT_LIGHT_PASS** | Always ``false``. |
|
|
|
+---------------------------------------------+---------------------------------------------------------------+
|
|
|
-| sampler2D **SPECULAR_SHININESS_TEXTURE** | |
|
|
|
+| sampler2D **SPECULAR_SHININESS_TEXTURE** | Specular shininess texture of this object. |
|
|
|
+---------------------------------------------+---------------------------------------------------------------+
|
|
|
-| in vec4 **SPECULAR_SHININESS** | |
|
|
|
+| in vec4 **SPECULAR_SHININESS** | Specular shininess color, as sampled from the texture. |
|
|
|
+---------------------------------------------+---------------------------------------------------------------+
|
|
|
| in vec2 **UV** | UV from vertex function. |
|
|
|
+---------------------------------------------+---------------------------------------------------------------+
|
|
@@ -191,6 +191,7 @@ it to the ``NORMALMAP`` property. Godot will handle converting it for use in 2D
|
|
|
| inout vec2 **SHADOW_VERTEX** | Same as ``VERTEX`` but can be written to alter shadows. |
|
|
|
+---------------------------------------------+---------------------------------------------------------------+
|
|
|
| inout vec3 **LIGHT_VERTEX** | Same as ``VERTEX`` but can be written to alter lighting. |
|
|
|
+| | Z component represents height. |
|
|
|
+---------------------------------------------+---------------------------------------------------------------+
|
|
|
| inout vec4 **COLOR** | Color from vertex function and output fragment color. If |
|
|
|
| | unused, will be set to **TEXTURE** color. |
|
|
@@ -243,23 +244,23 @@ Below is an example of a light shader that takes a CanvasItem's normal map into
|
|
|
+----------------------------------+------------------------------------------------------------------------------+
|
|
|
| in vec4 **LIGHT_COLOR** | Color of Light. |
|
|
|
+----------------------------------+------------------------------------------------------------------------------+
|
|
|
-| in vec3 **LIGHT_ENERGY** | Energy multiplier of Light. |
|
|
|
+| in float **LIGHT_ENERGY** | Energy multiplier of Light. |
|
|
|
+----------------------------------+------------------------------------------------------------------------------+
|
|
|
| in vec3 **LIGHT_POSITION** | Position of Light in screen space. If using a ``DirectionalLight2D`` |
|
|
|
| | this is always ``vec3(0,0,0)``. |
|
|
|
+----------------------------------+------------------------------------------------------------------------------+
|
|
|
| in vec3 **LIGHT_DIRECTION** | Direction of Light in screen space. |
|
|
|
+----------------------------------+------------------------------------------------------------------------------+
|
|
|
-| in vec3 **LIGHT_IS_DIRECTIONAL** | ``true`` if this pass is a ``DirectionalLight2D``. |
|
|
|
+| in bool **LIGHT_IS_DIRECTIONAL** | ``true`` if this pass is a ``DirectionalLight2D``. |
|
|
|
+----------------------------------+------------------------------------------------------------------------------+
|
|
|
| in vec3 **LIGHT_VERTEX** | Pixel position, in screen space as modified in the fragment function. |
|
|
|
+----------------------------------+------------------------------------------------------------------------------+
|
|
|
| inout vec4 **LIGHT** | Value from the Light texture and output color. Can be modified. If not used, |
|
|
|
| | the light function is ignored. |
|
|
|
+----------------------------------+------------------------------------------------------------------------------+
|
|
|
-| in vec4 **SPECULAR_SHININESS** | |
|
|
|
+| in vec4 **SPECULAR_SHININESS** | Specular shininess, as set in the object's texture. |
|
|
|
+----------------------------------+------------------------------------------------------------------------------+
|
|
|
-| out vec4 **SHADOW_MODULATE** | |
|
|
|
+| out vec4 **SHADOW_MODULATE** | Multiply shadows cast at this point by this color. |
|
|
|
+----------------------------------+------------------------------------------------------------------------------+
|
|
|
|
|
|
SDF functions
|