diff options
author | Juan Linietsky <reduzio@gmail.com> | 2017-06-07 18:18:55 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2017-06-07 18:20:04 -0300 |
commit | 5bf810b5db953d3f58acdd2d05d5410897f41d63 (patch) | |
tree | 15497d5b43527c997abb5c50bcba2675704431dc /drivers/gles3 | |
parent | 5f5d629c8ad654fddbf17850c6fad2999d10daf7 (diff) |
-Added proper access to depth texture from shader
-Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
Diffstat (limited to 'drivers/gles3')
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 4f741c6b7a..b1f7b4c9bd 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -747,6 +747,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom"; actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv"; actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture"; + actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer"; actions[VS::SHADER_SPATIAL].renames["SIDE"] = "side"; actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n"; |