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@@ -184,7 +184,7 @@ Godot shading language supports the same set of operators as GLSL ES 3.0. Below
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+-------------+-----------------------+--------------------+
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+-------------+-----------------------+--------------------+
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| 2 | unary | **+, -, !, ~** |
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| 2 | unary | **+, -, !, ~** |
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+-------------+-----------------------+--------------------+
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+-------------+-----------------------+--------------------+
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-| 3 | multiplicative | ***, /, % ** |
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+| 3 | multiplicative | **/, *, % ** |
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+-------------+-----------------------+--------------------+
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+-------------+-----------------------+--------------------+
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| 4 | additive | **+, -** |
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| 4 | additive | **+, -** |
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+-------------+-----------------------+--------------------+
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+-------------+-----------------------+--------------------+
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@@ -376,7 +376,7 @@ Full list of hints below:
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+===================+===============================+========================================================================================================================================================================================================================+
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+===================+===============================+========================================================================================================================================================================================================================+
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| **vec4** | hint_color | This uniform is exported as a color parameter in property editor. Color is also converted from SRGB for 3D shaders. |
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| **vec4** | hint_color | This uniform is exported as a color parameter in property editor. Color is also converted from SRGB for 3D shaders. |
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+-------------------+-------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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+-------------------+-------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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-| **int**,**float** | hint_range(min,max [,step] ) | This scalar uniform is exported as a given range in property editor. |
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+| **int**, **float**| hint_range(min,max [,step] ) | This scalar uniform is exported as a given range in property editor. |
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+-------------------+-------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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+-------------------+-------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| **sampler2D** | hint_albedo | This texture is used as albedo color. Godot will try to make sure the texture has SRGB -> Linear conversion turned on. If no texture is supplied, this is assumed to be white. |
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| **sampler2D** | hint_albedo | This texture is used as albedo color. Godot will try to make sure the texture has SRGB -> Linear conversion turned on. If no texture is supplied, this is assumed to be white. |
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+-------------------+-------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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+-------------------+-------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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