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author | Rémi Verschelde <rverschelde@gmail.com> | 2022-12-05 00:05:39 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-12-05 00:05:39 +0100 |
commit | 5efa25496480aa521f4803821e215bfc9a24149a (patch) | |
tree | 4b5a73d3b8dfb13b830f36ca215b2725f7def140 /scene | |
parent | 92b5e616ae3ad30d34854f9525275530d0559f0f (diff) | |
parent | 1b09fd5410d313a422fa37ce7eff53daea7bf6a3 (diff) |
Merge pull request #67387 from NumbuhFour/cam_vis_layers_shader_var
Implement CAMERA_VISIBLE_LAYERS as built-in shader variable
Diffstat (limited to 'scene')
-rw-r--r-- | scene/resources/visual_shader.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index b30ca3e721..461dccfbdd 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -2658,6 +2658,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" }, // Node3D, Fragment @@ -2690,6 +2691,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" }, // Node3D, Light |