@@ -32,16 +32,16 @@ Render modes
3232+---------------------------------+----------------------------------------------------------------------+
3333| **light_only ** | Only draw on light pass. |
3434+---------------------------------+----------------------------------------------------------------------+
35- | **skip_vertex_transform ** | VERTEX needs to be transformed manually in vertex function. |
35+ | **skip_vertex_transform ** | `` VERTEX `` needs to be transformed manually in vertex function. |
3636+---------------------------------+----------------------------------------------------------------------+
37- | **world_vertex_coords ** | VERTEX is modified in world coordinates instead of local. |
37+ | **world_vertex_coords ** | `` VERTEX `` is modified in world coordinates instead of local. |
3838+---------------------------------+----------------------------------------------------------------------+
3939
4040Built-ins
4141^^^^^^^^^
4242
43- Values marked as "in" are read-only. Values marked as " out" are for optional writing and will
44- not necessarily contain sensible values. Values marked as " inout" provide a sensible default
43+ Values marked as `` in `` are read-only. Values marked as `` out `` are for optional writing and will
44+ not necessarily contain sensible values. Values marked as `` inout `` provide a sensible default
4545value, and can optionally be written to. Samplers are not subjects of writing and they are
4646not marked.
4747
@@ -88,9 +88,9 @@ happen later) and do it manually with the following code:
8888 VERTEX = (MODEL_MATRIX * vec4(VERTEX, 0.0, 1.0)).xy;
8989 }
9090
91- Other built-ins, such as UV and COLOR, are also passed through to the fragment function if not modified.
91+ Other built-ins, such as `` UV `` and `` COLOR `` , are also passed through to the `` fragment() `` function if not modified.
9292
93- For instancing, the INSTANCE_CUSTOM variable contains the instance custom data. When using particles, this information
93+ For instancing, the `` INSTANCE_CUSTOM `` variable contains the instance custom data. When using particles, this information
9494is usually:
9595
9696* **x **: Rotation angle in radians.
@@ -181,19 +181,19 @@ it to the ``NORMALMAP`` property. Godot will handle converting it for use in 2D
181181+---------------------------------------------+---------------------------------------------------------------+
182182| in vec4 **SPECULAR_SHININESS ** | Specular shininess color, as sampled from the texture. |
183183+---------------------------------------------+---------------------------------------------------------------+
184- | in vec2 **UV ** | UV from vertex function. |
184+ | in vec2 **UV ** | UV from the `` vertex() `` function. |
185185+---------------------------------------------+---------------------------------------------------------------+
186186| in vec2 **SCREEN_UV ** | Screen UV coordinate for current pixel. |
187187+---------------------------------------------+---------------------------------------------------------------+
188188| sampler2D **SCREEN_TEXTURE ** | Removed in Godot 4. Use a ``sampler2D `` with |
189189| | ``hint_screen_texture `` instead. |
190190+---------------------------------------------+---------------------------------------------------------------+
191- | inout vec3 **NORMAL ** | Normal read from ** NORMAL_TEXTURE ** . Writable. |
191+ | inout vec3 **NORMAL ** | Normal read from `` NORMAL_TEXTURE `` . Writable. |
192192+---------------------------------------------+---------------------------------------------------------------+
193193| sampler2D **NORMAL_TEXTURE ** | Default 2D normal texture. |
194194+---------------------------------------------+---------------------------------------------------------------+
195195| out vec3 **NORMAL_MAP ** | Configures normal maps meant for 3D for use in 2D. If used, |
196- | | overrides ** NORMAL ** . |
196+ | | overrides `` NORMAL `` . |
197197+---------------------------------------------+---------------------------------------------------------------+
198198| out float **NORMAL_MAP_DEPTH ** | Normalmap depth for scaling. |
199199+---------------------------------------------+---------------------------------------------------------------+
@@ -240,9 +240,9 @@ Below is an example of a light shader that takes a CanvasItem's normal map into
240240+----------------------------------+------------------------------------------------------------------------------+
241241| in vec3 **NORMAL ** | Input Normal. |
242242+----------------------------------+------------------------------------------------------------------------------+
243- | in vec4 **COLOR ** | Input Color. This is the output of the fragment function. |
243+ | in vec4 **COLOR ** | Input Color. This is the output of the `` fragment() `` function. |
244244+----------------------------------+------------------------------------------------------------------------------+
245- | in vec2 **UV ** | UV from vertex function, equivalent to the UV in the fragment function. |
245+ | in vec2 **UV ** | UV from vertex function, equivalent to the UV in the `` fragment()`` function.|
246246+----------------------------------+------------------------------------------------------------------------------+
247247| sampler2D **TEXTURE ** | Current texture in use for CanvasItem. |
248248+----------------------------------+------------------------------------------------------------------------------+
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