diff --git a/tutorials/shaders/shader_reference/sky_shader.rst b/tutorials/shaders/shader_reference/sky_shader.rst index 8ab7185214d..aa14a5d441c 100644 --- a/tutorials/shaders/shader_reference/sky_shader.rst +++ b/tutorials/shaders/shader_reference/sky_shader.rst @@ -104,9 +104,9 @@ desired balance between performance and visual fidelity. Render modes ------------ -Subpasses allow you to do more expensive calculations at a lower resolution -to speed up your shaders. For example the following code renders clouds at -a lower resolution than the rest of the sky: +In the Forward+ and Mobile renderers, subpasses allow you to do more expensive +calculations at a lower resolution to speed up your shaders. For example, the +following code renders clouds at a lower resolution than the rest of the sky: .. code-block:: glsl @@ -126,21 +126,23 @@ a lower resolution than the rest of the sky: } } -+--------------------------+-----------------------------------------------------------------------+ -| Render mode | Description | -+==========================+=======================================================================+ -| **use_half_res_pass** | Allows the shader to write to and access the half resolution pass. | -+--------------------------+-----------------------------------------------------------------------+ -| **use_quarter_res_pass** | Allows the shader to write to and access the quarter resolution pass. | -+--------------------------+-----------------------------------------------------------------------+ -| **disable_fog** | If used, fog will not affect the sky. | -+--------------------------+-----------------------------------------------------------------------+ ++--------------------------+---------------------------------------------------------------------------+ +| Render mode | Description | ++==========================+===========================================================================+ +| **use_half_res_pass** | Allows the shader to write to and access the half resolution pass. | +| | *Only available in the Forward+ and Mobile renderers, not Compatibility.* | ++--------------------------+---------------------------------------------------------------------------+ +| **use_quarter_res_pass** | Allows the shader to write to and access the quarter resolution pass. | +| | *Only available in the Forward+ and Mobile renderers, not Compatibility.* | ++--------------------------+---------------------------------------------------------------------------+ +| **disable_fog** | If used, fog will not affect the sky. | ++--------------------------+---------------------------------------------------------------------------+ Built-ins --------- -Values marked as ``in`` are read-only. Values marked as ``out`` can optionally -be written to and will not necessarily contain sensible values. Samplers cannot +Values marked as ``in`` are read-only. Values marked as ``out`` can optionally +be written to and will not necessarily contain sensible values. Samplers cannot be written to so they are not marked. Global built-ins @@ -150,7 +152,6 @@ Global built-ins are available everywhere, including in custom functions. There are 4 ``LIGHTX`` lights, accessed as ``LIGHT0``, ``LIGHT1``, ``LIGHT2``, and ``LIGHT3``. - +---------------------------------+--------------------------------------------------------------------------------------------------------------------------+ | Built-in | Description | +=================================+==========================================================================================================================+ @@ -206,8 +207,10 @@ Sky built-ins | in vec2 **SKY_COORDS** | Sphere UV. Used to map a panorama texture to the sky. | +-------------------------------+-------------------------------------------------------------------------------------------------+ | in vec4 **HALF_RES_COLOR** | Color value of corresponding pixel from half resolution pass. Uses linear filter. | +| | *Only available in the Forward+ and Mobile renderers, not Compatibility.* | +-------------------------------+-------------------------------------------------------------------------------------------------+ | in vec4 **QUARTER_RES_COLOR** | Color value of corresponding pixel from quarter resolution pass. Uses linear filter. | +| | *Only available in the Forward+ and Mobile renderers, not Compatibility.* | +-------------------------------+-------------------------------------------------------------------------------------------------+ | out vec3 **COLOR** | Output color. | +-------------------------------+-------------------------------------------------------------------------------------------------+