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@@ -31,7 +31,7 @@ object, because it only shows what lies behind:
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shader_type canvas_item;
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- uniform sampler2D screen_texture : hint_screen_texture, repeat_disabled, filter_nearest;
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+ uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
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void fragment() {
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COLOR = textureLod(screen_texture, SCREEN_UV, 0.0);
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@@ -56,7 +56,7 @@ and saturation:
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shader_type canvas_item;
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- uniform sampler2D screen_texture : hint_screen_texture, repeat_disabled, filter_nearest;
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+ uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
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uniform float brightness = 1.0;
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uniform float contrast = 1.0;
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@@ -152,7 +152,7 @@ The following code retrieves the 3D position below the pixel being drawn:
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.. code-block:: glsl
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- uniform sampler2D depth_texture : hint_depth_texture, repeat_disabled, filter_nearest;
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+ uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;
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void fragment() {
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float depth = textureLod(depth_texture, SCREEN_UV, 0.0).r;
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@@ -170,7 +170,7 @@ roughness of objects rendered in the depth prepass. The normal is stored in the
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.. code-block:: glsl
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- uniform sampler2D normal_roughness_texture : hint_normal_roughness_texture, repeat_disabled, filter_nearest;
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+ uniform sampler2D normal_roughness_texture : hint_normal_roughness_texture, repeat_disable, filter_nearest;
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void fragment() {
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float screen_roughness = texture(normal_roughness_texture, SCREEN_UV).w;
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@@ -191,8 +191,8 @@ filtering.
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.. code-block:: glsl
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- uniform sampler2D normal_roughness_texture : hint_normal_roughness_texture, repeat_disabled, filter_nearest;
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- uniform sampler2D normal_roughness_texture2 : hint_normal_roughness_texture, repeat_enabled, filter_linear;
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+ uniform sampler2D normal_roughness_texture : hint_normal_roughness_texture, repeat_disable, filter_nearest;
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+ uniform sampler2D normal_roughness_texture2 : hint_normal_roughness_texture, repeat_enable, filter_linear;
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void fragment() {
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float screen_roughness = texture(normal_roughness_texture, SCREEN_UV).w;
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