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authorRémi Verschelde <rverschelde@gmail.com>2018-07-22 12:42:29 +0200
committerRémi Verschelde <rverschelde@gmail.com>2018-07-22 14:26:46 +0200
commit00dfc9c8eba828ec13eea7ef976a672465d3cf6e (patch)
treef15a6df661338a5d07737654a7dc2273c2e61821 /drivers/gles3
parent525384d8cc45a0976e0afb862c8a54244bbd72e7 (diff)
Shader lang: Properly assign INSTANCE_ID to gl_InstanceID
Note that gl_InstanceID is not supported in OpenGL ES 2.0, so in the gles2 backend we assign it to 0. Also clean up some duplicates/commented out code. Fixes #20088.
Diffstat (limited to 'drivers/gles3')
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp8
1 files changed, 1 insertions, 7 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index 3f6fe3ec61..f3ba7aa408 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -780,8 +780,6 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
- actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp";
- actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture";
@@ -824,7 +822,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
- //actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"]=ShaderLanguage::TYPE_INT;
+ actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "gl_InstanceID";
//builtins
@@ -846,13 +844,11 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
- //actions[VS::SHADER_SPATIAL].renames["SSS_SPREAD"] = "sss_spread";
actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
- //actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
@@ -894,8 +890,6 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
- actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
-
actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";