summaryrefslogtreecommitdiff
path: root/editor/plugins
diff options
context:
space:
mode:
authorYuri Roubinsky <chaosus89@gmail.com>2022-03-29 08:43:31 +0300
committerYuri Roubinsky <chaosus89@gmail.com>2022-03-29 08:43:31 +0300
commit509598e8c0112d6c5633652d1eda25eb670b24c9 (patch)
treec3a0e7a861f66b4de478cc94ccc45e5d1c06e1fc /editor/plugins
parentc5efda5f4ef983c74068ab39f2eb47292cd7b4e9 (diff)
Remove `SHADOW_ATTENUATION` spatial light shader built-in
Diffstat (limited to 'editor/plugins')
-rw-r--r--editor/plugins/visual_shader_editor_plugin.cpp1
1 files changed, 0 insertions, 1 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));