diff --git a/src/fyrox/rendering/shaders.md b/src/fyrox/rendering/shaders.md index 51ea0256..ad2dcf19 100644 --- a/src/fyrox/rendering/shaders.md +++ b/src/fyrox/rendering/shaders.md @@ -156,15 +156,15 @@ a "global namespace", which means that every sub-shader has "access" to the prop There are number of built-in properties, that Fyrox will try to assign automatically if they're defined in your shader: -| Name | Type | Description | -|----------------------------|-----------------|---------------------------------------------| -| fyrox_worldMatrix | `Matrix4` | Local-to-world transformation. | -| fyrox_worldViewProjection | `Matrix4` | Local-to-clip-space transform. | -| fyrox_boneMatrices | `[Matrix4; 60]` | Array of bone matrices. | -| fyrox_useSkeletalAnimation | `Vector3` | Whether skinned meshes is rendering or not. | -| fyrox_cameraPosition | `Vector3` | Position of the camera. | -| fyrox_usePOM | `bool` | Whether to use parallax mapping or not. | -| fyrox_lightPosition | `Vector3` | Light position. | +| Name | Type | Description | +|----------------------------|-------------|-------------------------------------------------------------------------------------------------------------------| +| fyrox_worldMatrix | `mat4` | Local-to-world transformation. | +| fyrox_worldViewProjection | `mat4` | Local-to-clip-space transform. | +| fyrox_boneMatrices | `sampler2D` | Array of bone matrices packed into a texture. Use `S_FetchMatrix` built-in method to fetch a matrix by its index. | +| fyrox_useSkeletalAnimation | `bool` | Whether skinned meshes is rendering or not. | +| fyrox_cameraPosition | `vec3` | Position of the camera. | +| fyrox_usePOM | `bool` | Whether to use parallax mapping or not. | +| fyrox_lightPosition | `vec3` | Light position. | To use any of the properties, just define a uniform with an appropriate name: