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@@ -48,11 +48,12 @@ Global built-ins
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Global built-ins are available everywhere, including custom functions.
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-+-------------------+--------------------------+
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-| Built-in | Description |
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-+===================+==========================+
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-| in float **TIME** | Global time, in seconds. |
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-+-------------------+--------------------------+
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++-------------------+-----------------------------------------------------------------------------+
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+| Built-in | Description |
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++===================+=============================================================================+
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+| in float **TIME** | Global time, in seconds. |
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+| | It's subject to the rollover setting (which is 3,600 -1 hour- by default). |
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++-------------------+-----------------------------------------------------------------------------+
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Vertex built-ins
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^^^^^^^^^^^^^^^^
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@@ -226,8 +227,6 @@ When the shader is on a light pass, the ``AT_LIGHT_PASS`` variable will be ``tru
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+-------------------------------------+-------------------------------------------------------------------------------+
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| in vec2 **POINT_COORD** | UV for Point Sprite. |
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+-------------------------------------+-------------------------------------------------------------------------------+
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-| in float **TIME** | Global time in seconds. |
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-+-------------------------------------+-------------------------------------------------------------------------------+
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| inout vec2 **LIGHT_VEC** | Vector from light to fragment in local coordinates. It can be modified to |
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| | alter illumination direction when normal maps are used. |
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+-------------------------------------+-------------------------------------------------------------------------------+
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