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some updates to advances postprocessing to reflect knew techniques

clayjohn 6 年之前
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共有 1 个文件被更改,包括 6 次插入11 次删除
  1. 6 11
      tutorials/shading/advanced_postprocessing.rst

+ 6 - 11
tutorials/shading/advanced_postprocessing.rst

@@ -45,21 +45,16 @@ The vertex shader expects coordinates to be output in clip space, which are coor
 ranging from ``-1`` at the left and bottom of the screen to ``1`` at the top and right 
 ranging from ``-1`` at the left and bottom of the screen to ``1`` at the top and right 
 of the screen. This is why the QuadMesh needs to have height and width of ``2``. 
 of the screen. This is why the QuadMesh needs to have height and width of ``2``. 
 Godot handles the transform from model to view space to clip space behind the scenes, 
 Godot handles the transform from model to view space to clip space behind the scenes, 
-so we need to nullify the effects of Godot's transformations.
-
-First, set ``render_mode`` to ``skip_vertex_transform``, which removes the transformation
-from model space to view space. Godot handles the transformation from view space to clip space
-behind the scenes with the ``PROJECTION_MATRIX`` even when ``skip_vertex_transform`` is set. 
-Nullify the projection matrix by setting it to the `identity matrix <https://en.wikipedia.org/wiki/Identity_matrix>`_.
-In Godot, this is done by passing a `1` to a ``mat4``.
+so we need to nullify the effects of Godot's transformations. We do this by setting the
+``POSITION`` built-in to our desired position. ``POSITION`` bypasses the built-in transformations
+and sets the vertex position directly.
 
 
 .. code-block:: glsl
 .. code-block:: glsl
 
 
   shader_type spatial;
   shader_type spatial;
-  render_mode skip_vertex_transform, unshaded;
 
 
   void vertex() {
   void vertex() {
-    PROJECTION_MATRIX = mat4(1.0);
+    POSITION = vec4(VERTEX, 1.0);
   }
   }
 
 
 Even with this vertex shader, the quad keeps disappearing. This is due to frustum 
 Even with this vertex shader, the quad keeps disappearing. This is due to frustum 
@@ -71,10 +66,10 @@ in Godot culling the quad when we turn away from the center of the scene. In
 order to keep the quad from being culled, there are a few options:
 order to keep the quad from being culled, there are a few options:
 
 
 1. Add the QuadMesh as a child to the camera, so the camera is always pointed at it
 1. Add the QuadMesh as a child to the camera, so the camera is always pointed at it
-2. Make the AABB as large as possible so it can always be seen
+2. Set the Geometry property ``extra_cull_margin`` as large as possible in the QuadMesh
 
 
 The second option ensures that the quad is visible in the editor, while the first
 The second option ensures that the quad is visible in the editor, while the first
-option guarantees that it will still be visible even if the camera moves outside the AABB.
+option guarantees that it will still be visible even if the camera moves outside the cull margin.
 You can also use both options.
 You can also use both options.
 
 
 Depth texture
 Depth texture