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author | Rémi Verschelde <rverschelde@gmail.com> | 2018-12-12 13:46:58 +0100 |
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committer | GitHub <noreply@github.com> | 2018-12-12 13:46:58 +0100 |
commit | ac87560fda1dedabfc42ceaa215ad1f9174bd42b (patch) | |
tree | 0791fd9f0dc3256c1a402363547439705f98d431 | |
parent | a34d1925e7a51c72540638b627077c8c58e9cf10 (diff) | |
parent | 34d4faa2270566a4fa7f47d84219fbffb48e863e (diff) |
Merge pull request #23469 from clayjohn/fragment_camera_matrix
Added CAMERA_MATRIX to fragment shader
-rw-r--r-- | servers/visual/shader_types.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp index 87767c0955..b5e03b4826 100644 --- a/servers/visual/shader_types.cpp +++ b/servers/visual/shader_types.cpp @@ -119,6 +119,7 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); + shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT); @@ -127,6 +128,7 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); + shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT); |