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author | Yuri Roubinsky <chaosus89@gmail.com> | 2022-03-29 08:43:31 +0300 |
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committer | Yuri Roubinsky <chaosus89@gmail.com> | 2022-03-29 08:43:31 +0300 |
commit | 509598e8c0112d6c5633652d1eda25eb670b24c9 (patch) | |
tree | c3a0e7a861f66b4de478cc94ccc45e5d1c06e1fc | |
parent | c5efda5f4ef983c74068ab39f2eb47292cd7b4e9 (diff) |
Remove `SHADOW_ATTENUATION` spatial light shader built-in
5 files changed, 0 insertions, 5 deletions
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp index 55c1651d16..580e71a788 100644 --- a/editor/plugins/visual_shader_editor_plugin.cpp +++ b/editor/plugins/visual_shader_editor_plugin.cpp @@ -5047,7 +5047,6 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color", "LIGHT_COLOR"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Metallic", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "metallic", "METALLIC"), { "metallic" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Roughness", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "roughness", "ROUGHNESS"), { "roughness" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("ShadowAttenuation", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_attenuation", "SHADOW_ATTENUATION"), { "shadow_attenuation" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Specular", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "specular", "SPECULAR_LIGHT"), { "specular" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("View", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view", "VIEW"), { "view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index 63bed921f1..129f76702e 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -2627,7 +2627,6 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color", "LIGHT_COLOR" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "attenuation", "ATTENUATION" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "shadow_attenuation", "SHADOW_ATTENUATION" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "backlight", "BACKLIGHT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "diffuse", "DIFFUSE_LIGHT" }, diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index 33ad2c2c31..5a0ed7ebad 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -616,7 +616,6 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin actions.renames["LIGHT_COLOR"] = "light_color"; actions.renames["LIGHT"] = "light"; actions.renames["ATTENUATION"] = "attenuation"; - actions.renames["SHADOW_ATTENUATION"] = "shadow_attenuation"; actions.renames["DIFFUSE_LIGHT"] = "diffuse_light"; actions.renames["SPECULAR_LIGHT"] = "specular_light"; diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp index d7ed4a36f0..9452c7e6df 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp @@ -586,7 +586,6 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p actions.renames["LIGHT_COLOR"] = "light_color"; actions.renames["LIGHT"] = "light"; actions.renames["ATTENUATION"] = "attenuation"; - actions.renames["SHADOW_ATTENUATION"] = "shadow_attenuation"; actions.renames["DIFFUSE_LIGHT"] = "diffuse_light"; actions.renames["SPECULAR_LIGHT"] = "specular_light"; diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp index f0785d4042..27a69fbc2e 100644 --- a/servers/rendering/shader_types.cpp +++ b/servers/rendering/shader_types.cpp @@ -178,7 +178,6 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ATTENUATION"] = constt(ShaderLanguage::TYPE_FLOAT); - shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["SHADOW_ATTENUATION"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ALBEDO"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["BACKLIGHT"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["METALLIC"] = constt(ShaderLanguage::TYPE_FLOAT); 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