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authorJuan Linietsky <reduzio@gmail.com>2017-06-07 18:18:55 -0300
committerJuan Linietsky <reduzio@gmail.com>2017-06-07 18:20:04 -0300
commit5bf810b5db953d3f58acdd2d05d5410897f41d63 (patch)
tree15497d5b43527c997abb5c50bcba2675704431dc /drivers/gles3
parent5f5d629c8ad654fddbf17850c6fad2999d10daf7 (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.cpp1
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";