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Merge pull request #6022 from paddy-exe/document-new-built-ins

Document new shader built-ins (node position, camera pos/dir)
Max Hilbrunner 3 years ago
parent
commit
f8ffad0b47
1 changed files with 14 additions and 15 deletions
  1. 14 15
      tutorials/shaders/shader_reference/spatial_shader.rst

+ 14 - 15
tutorials/shaders/shader_reference/spatial_shader.rst

@@ -162,6 +162,14 @@ shader, this value can be used as desired.
 +----------------------------------------+--------------------------------------------------------+
 +----------------------------------------+--------------------------------------------------------+
 | in mat4 **INV_PROJECTION_MATRIX**      | Clip space to view space transform.                    |
 | in mat4 **INV_PROJECTION_MATRIX**      | Clip space to view space transform.                    |
 +----------------------------------------+--------------------------------------------------------+
 +----------------------------------------+--------------------------------------------------------+
+| in vec3 **NODE_POSITION_WORLD**        | Node world space position.                             |
++----------------------------------------+--------------------------------------------------------+
+| in vec3 **NODE_POSITION_VIEW**         | Node view space position.                              |
++----------------------------------------+--------------------------------------------------------+
+| in vec3 **CAMERA_POSITION_WORLD**      | Camera world space position.                           |
++----------------------------------------+--------------------------------------------------------+
+| in vec3 **CAMERA_DIRECTION_WORLD**     | Camera world space direction.                          |
++----------------------------------------+--------------------------------------------------------+
 | in bool **OUTPUT_IS_SRGB**             | ``true`` when calculations happen in sRGB color space  |
 | in bool **OUTPUT_IS_SRGB**             | ``true`` when calculations happen in sRGB color space  |
 |                                        | (``true`` in GLES2, ``false`` in GLES3).               |
 |                                        | (``true`` in GLES2, ``false`` in GLES3).               |
 +----------------------------------------+--------------------------------------------------------+
 +----------------------------------------+--------------------------------------------------------+
@@ -229,21 +237,6 @@ The default use of a Godot fragment processor function is to set up the material
 and to let the built-in renderer handle the final shading. However, you are not required to use all
 and to let the built-in renderer handle the final shading. However, you are not required to use all
 these properties, and if you don't write to them, Godot will optimize away the corresponding functionality.
 these properties, and if you don't write to them, Godot will optimize away the corresponding functionality.
 
 
-Below are examples of common variables calculated using the built-ins:
-
-.. code-block:: glsl
-
-    vec3 model_world_space = MODEL_MATRIX[3].xyz; // Object's world space position. This is the equivalent to global_transform.origin in GDScript.
-    mat3 model_transform_basis = mat3(MODEL_MATRIX); // Object's world space transform basis. This is the equivalent to global_transform.basis in GDScript.
-    vec3 camera_world_space = INV_VIEW_MATRIX[3].xyz; // Camera's world space position. This is the equivalent to camera.global_transform.origin in GDScript.
-    vec3 camera_eye_world_space = VIEW_MATRIX[3].xyz; // Camera eye vector in world space direction of the camera.
-    vec3 camera_to_object_world_space = normalize(MODEL_MATRIX[3].xyz - INV_VIEW_MATRIX[3].xyz); // Camera's direction to the object in world space.
-
-.. note::
-
-    A commonly used alternative to ``MODEL_MATRIX[3].xyz`` is to use ``vec3 origin = (MODEL_MATRIX * vec4(0,0,0,1)).xyz``. It is more efficient to use ``MODEL_MATRIX[3].xyz`` as it avoids the matrix multiplication. 
-
-
 +----------------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------------+--------------------------------------------------------------------------------------------------+
 | Built-in                               | Description                                                                                      |
 | Built-in                               | Description                                                                                      |
 +========================================+==================================================================================================+
 +========================================+==================================================================================================+
@@ -278,6 +271,12 @@ Below are examples of common variables calculated using the built-ins:
 +----------------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------------+--------------------------------------------------------------------------------------------------+
 | in mat4 **INV_PROJECTION_MATRIX**      | Clip space to view space transform.                                                              |
 | in mat4 **INV_PROJECTION_MATRIX**      | Clip space to view space transform.                                                              |
 +----------------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------------+--------------------------------------------------------------------------------------------------+
+| in vec3 **NODE_POSITION_WORLD**        | Node world space position                                                                        |
++----------------------------------------+--------------------------------------------------------------------------------------------------+
+| in vec3 **NODE_POSITION_VIEW**         | Node view space position                                                                         |
++----------------------------------------+--------------------------------------------------------------------------------------------------+
+| in vec3 **CAMERA_POSITION_WORLD**      | Camera world space position                                                                      |
++----------------------------------------+--------------------------------------------------------------------------------------------------+
 | in vec3 **VERTEX**                     | Vertex that comes from vertex function (default, in view space).                                 |
 | in vec3 **VERTEX**                     | Vertex that comes from vertex function (default, in view space).                                 |
 +----------------------------------------+--------------------------------------------------------------------------------------------------+
 +----------------------------------------+--------------------------------------------------------------------------------------------------+
 | in int **VIEW_INDEX**                  |                                                                                                  |
 | in int **VIEW_INDEX**                  |                                                                                                  |