|
@@ -174,7 +174,8 @@ these properties, and if you don't write to them, Godot will optimize away the c
|
|
|
+-----------------------------------+--------------------------------------------------------------------------------------------------+
|
|
|
| Built-in | Description |
|
|
|
+===================================+==================================================================================================+
|
|
|
-| in vec4 **FRAGCOORD** | Fragment coordinate, pixel adjusted. In screen space. |
|
|
|
+| in vec4 **FRAGCOORD** | Coordinate of pixel center. In screen space. ``xy`` specifies position in window, ``z`` |
|
|
|
+| | specifies fragment depth if ``DEPTH`` is not used. Origin is lower-left. |
|
|
|
+-----------------------------------+--------------------------------------------------------------------------------------------------+
|
|
|
| in mat4 **WORLD_MATRIX** | Model space to world space transform. |
|
|
|
+-----------------------------------+--------------------------------------------------------------------------------------------------+
|
|
@@ -287,7 +288,10 @@ If you want the lights to add together, add the light contribution to ``DIFFUSE_
|
|
|
+-----------------------------------+---------------------------------------------+
|
|
|
| Built-in | Description |
|
|
|
+===================================+=============================================+
|
|
|
-| in vec4 **FRAGCOORD** | Fragment coordinate, pixel adjusted. |
|
|
|
+| in vec4 **FRAGCOORD** | Coordinate of pixel center. In screen space.|
|
|
|
+| | ``xy`` specifies position in window, ``z`` |
|
|
|
+| | specifies fragment depth if ``DEPTH`` is |
|
|
|
+| | not used. Origin is lower-left. |
|
|
|
+-----------------------------------+---------------------------------------------+
|
|
|
| in mat4 **WORLD_MATRIX** | Model space to world space transform. |
|
|
|
+-----------------------------------+---------------------------------------------+
|