From 4dc7370cec7686727cc8a390303a8b3fd14a6a8c Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Tue, 24 Mar 2015 00:50:30 -0300 Subject: [PATCH] Updated tutorial_texscreen (markdown) --- tutorial_texscreen.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/tutorial_texscreen.md b/tutorial_texscreen.md index 2e72ab9..c31e4f0 100644 --- a/tutorial_texscreen.md +++ b/tutorial_texscreen.md @@ -8,7 +8,7 @@ The workaround is to make a copy of the screen, or a part of the screen, to a ba ### TexScreen shader instruction. -Godot shading language has a special instruction, "texscreen", it takes as parameter the UV of the screen and returns a vec3 RGB with the color. A special built-in varying: SCREEN_UV can be used to obtain the UV for the current fragment. As a result, this simple 2D fragment shader: +Godot [shading language](shader) has a special instruction, "texscreen", it takes as parameter the UV of the screen and returns a vec3 RGB with the color. A special built-in varying: SCREEN_UV can be used to obtain the UV for the current fragment. As a result, this simple 2D fragment shader: ```glsl COLOR=vec4( texscreen(SCREEN_UV), 1.0 );