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author | Yuri Roubinsky <chaosus89@gmail.com> | 2021-05-26 15:58:35 +0300 |
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committer | Yuri Roubinsky <chaosus89@gmail.com> | 2021-05-26 15:58:35 +0300 |
commit | 897fc09bacb096a297dc10ef5b863573345dff7b (patch) | |
tree | d99e078136761b0877dbac0bfa4699b25d6d637c /servers/rendering | |
parent | ca4d2ffec69f5307fe8e267c0bc9448e623d621b (diff) |
Makes few shader built-ins constant to prevent changing them
Diffstat (limited to 'servers/rendering')
-rw-r--r-- | servers/rendering/shader_types.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp index 1a5e277f46..a1e892498b 100644 --- a/servers/rendering/shader_types.cpp +++ b/servers/rendering/shader_types.cpp @@ -124,11 +124,11 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["AO"] = ShaderLanguage::TYPE_FLOAT; shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["AO_LIGHT_AFFECT"] = ShaderLanguage::TYPE_FLOAT; shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["EMISSION"] = ShaderLanguage::TYPE_VEC3; - shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; - shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL_ROUGHNESS_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; - shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D); + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL_ROUGHNESS_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D); + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL); |