|
@@ -218,7 +218,11 @@ When the shader is on a light pass, the ``AT_LIGHT_PASS`` variable will be ``tru
|
|
+-------------------------------------+-------------------------------------------------------------------------------+
|
|
+-------------------------------------+-------------------------------------------------------------------------------+
|
|
| in float **TIME** | Global time in seconds. |
|
|
| in float **TIME** | Global time in seconds. |
|
|
+-------------------------------------+-------------------------------------------------------------------------------+
|
|
+-------------------------------------+-------------------------------------------------------------------------------+
|
|
-| inout vec2 **LIGHT_VEC** | Vector from light to fragment, can be modified to alter shadow computation. |
|
|
|
|
|
|
+| inout vec2 **LIGHT_VEC** | Vector from light to fragment in local coordinates. It can be modified to |
|
|
|
|
+| | alter illumination direction when normal maps are used. |
|
|
|
|
++-------------------------------------+-------------------------------------------------------------------------------+
|
|
|
|
+| inout vec2 **SHADOW_VEC** | Vector from light to fragment in local coordinates. It can be modified to |
|
|
|
|
+| | alter shadow computation. |
|
|
+-------------------------------------+-------------------------------------------------------------------------------+
|
|
+-------------------------------------+-------------------------------------------------------------------------------+
|
|
| inout float **LIGHT_HEIGHT** | Height of Light. Only effective when normals are used. |
|
|
| inout float **LIGHT_HEIGHT** | Height of Light. Only effective when normals are used. |
|
|
+-------------------------------------+-------------------------------------------------------------------------------+
|
|
+-------------------------------------+-------------------------------------------------------------------------------+
|