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authorclayjohn <claynjohn@gmail.com>2023-01-05 11:55:59 -0800
committerclayjohn <claynjohn@gmail.com>2023-01-18 19:52:47 -0800
commitfaea9f5c10abfc66284ea208d4f20eb03732a3bd (patch)
tree81943d5eeb7c19093fb02d2770a0943752333e06 /servers/rendering
parentd93b66ad4d6b1dae42cc318c16224d03bd1a1472 (diff)
Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE
in favour of texture hints
Diffstat (limited to 'servers/rendering')
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp18
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp15
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h1
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp13
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl2
-rw-r--r--servers/rendering/shader_compiler.cpp41
-rw-r--r--servers/rendering/shader_compiler.h3
-rw-r--r--servers/rendering/shader_language.cpp6
-rw-r--r--servers/rendering/shader_types.cpp4
9 files changed, 44 insertions, 59 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
index 7eabce2f79..412406c0b4 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
@@ -44,7 +44,6 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
valid = false;
ubo_size = 0;
uniforms.clear();
- uses_screen_texture = false;
if (code.is_empty()) {
return; //just invalid, but no error
@@ -73,9 +72,6 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
uses_position = false;
uses_sss = false;
uses_transmittance = false;
- uses_screen_texture = false;
- uses_depth_texture = false;
- uses_normal_texture = false;
uses_time = false;
writes_modelview_or_projection = false;
uses_world_coordinates = false;
@@ -120,9 +116,6 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
- actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
- actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
- actions.usage_flag_pointers["NORMAL_ROUGHNESS_TEXTURE"] = &uses_normal_texture;
actions.usage_flag_pointers["DISCARD"] = &uses_discard;
actions.usage_flag_pointers["TIME"] = &uses_time;
actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
@@ -151,6 +144,9 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
depth_test = DepthTest(depth_testi);
cull_mode = Cull(cull_modei);
uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
+ uses_screen_texture = gen_code.uses_screen_texture;
+ uses_depth_texture = gen_code.uses_depth_texture;
+ uses_normal_texture = gen_code.uses_normal_roughness_texture;
uses_vertex_time = gen_code.uses_vertex_time;
uses_fragment_time = gen_code.uses_fragment_time;
@@ -607,9 +603,6 @@ void SceneShaderForwardClustered::init(const String p_defines) {
actions.renames["POINT_COORD"] = "gl_PointCoord";
actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
actions.renames["SCREEN_UV"] = "screen_uv";
- actions.renames["SCREEN_TEXTURE"] = "color_buffer";
- actions.renames["DEPTH_TEXTURE"] = "depth_buffer";
- actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
actions.renames["DEPTH"] = "gl_FragDepth";
actions.renames["OUTPUT_IS_SRGB"] = "true";
actions.renames["FOG"] = "fog";
@@ -674,7 +667,6 @@ void SceneShaderForwardClustered::init(const String p_defines) {
actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
- actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
@@ -707,10 +699,6 @@ void SceneShaderForwardClustered::init(const String p_defines) {
actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
- actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; // linear filter with mipmaps
- actions.custom_samplers["DEPTH_TEXTURE"] = "material_samplers[3]";
- actions.custom_samplers["NORMAL_ROUGHNESS_TEXTURE"] = "material_samplers[1]"; // linear filter
-
actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
index ee4c8001eb..3d1d78c63d 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -46,7 +46,6 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
valid = false;
ubo_size = 0;
uniforms.clear();
- uses_screen_texture = false;
if (code.is_empty()) {
return; //just invalid, but no error
@@ -74,9 +73,6 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
uses_vertex = false;
uses_sss = false;
uses_transmittance = false;
- uses_screen_texture = false;
- uses_depth_texture = false;
- uses_normal_texture = false;
uses_time = false;
writes_modelview_or_projection = false;
uses_world_coordinates = false;
@@ -121,9 +117,6 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
// actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
// actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
- actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
- actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
- actions.usage_flag_pointers["NORMAL_ROUGHNESS_TEXTURE"] = &uses_normal_texture;
actions.usage_flag_pointers["DISCARD"] = &uses_discard;
actions.usage_flag_pointers["TIME"] = &uses_time;
actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
@@ -152,6 +145,10 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
depth_test = DepthTest(depth_testi);
uses_vertex_time = gen_code.uses_vertex_time;
uses_fragment_time = gen_code.uses_fragment_time;
+ uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
+ uses_screen_texture = gen_code.uses_screen_texture;
+ uses_depth_texture = gen_code.uses_depth_texture;
+ uses_normal_texture = gen_code.uses_normal_roughness_texture;
#if 0
print_line("**compiling shader:");
@@ -498,9 +495,6 @@ void SceneShaderForwardMobile::init(const String p_defines) {
actions.renames["POINT_COORD"] = "gl_PointCoord";
actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
actions.renames["SCREEN_UV"] = "screen_uv";
- actions.renames["SCREEN_TEXTURE"] = "color_buffer";
- actions.renames["DEPTH_TEXTURE"] = "depth_buffer";
- actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
actions.renames["DEPTH"] = "gl_FragDepth";
actions.renames["OUTPUT_IS_SRGB"] = "true";
actions.renames["FOG"] = "fog";
@@ -565,7 +559,6 @@ void SceneShaderForwardMobile::init(const String p_defines) {
actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
- actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
index 1f92697ecc..6f1f00cedc 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
@@ -128,6 +128,7 @@ public:
bool uses_screen_texture = false;
bool uses_depth_texture = false;
bool uses_normal_texture = false;
+ bool uses_screen_texture_mipmaps = false;
bool uses_time = false;
bool uses_vertex_time = false;
bool uses_fragment_time = false;
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 07557eab81..462b925134 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -2036,7 +2036,6 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PMALPHA);
actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED);
- actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
actions.usage_flag_pointers["TIME"] = &uses_time;
@@ -2048,6 +2047,7 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
+ uses_screen_texture = gen_code.uses_screen_texture;
if (version.is_null()) {
version = canvas_singleton->shader.canvas_shader.version_create();
@@ -2425,7 +2425,6 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";
actions.renames["SPECULAR_SHININESS"] = "specular_shininess";
actions.renames["SCREEN_UV"] = "screen_uv";
- actions.renames["SCREEN_TEXTURE"] = "screen_texture";
actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";
actions.renames["FRAGCOORD"] = "gl_FragCoord";
actions.renames["POINT_COORD"] = "gl_PointCoord";
@@ -2446,7 +2445,6 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";
actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
- actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
@@ -2461,7 +2459,6 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
actions.custom_samplers["TEXTURE"] = "texture_sampler";
actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler";
actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler";
- actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; //mipmap and filter for screen texture
actions.sampler_array_name = "material_samplers";
actions.base_texture_binding_index = 1;
actions.texture_layout_set = MATERIAL_UNIFORM_SET;
@@ -2634,8 +2631,10 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
shader_type canvas_item;
+uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
+
void fragment() {
- vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
+ vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
if (c.a > 0.0001) {
c.rgb /= c.a;
@@ -2659,8 +2658,10 @@ void fragment() {
shader_type canvas_item;
+uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
+
void fragment() {
- vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
+ vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
COLOR.rgb = c.rgb;
}
)");
diff --git a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
index fe4bf4bed0..a904f4e0a6 100644
--- a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
@@ -137,7 +137,7 @@ layout(set = 0, binding = 4) uniform texture2D shadow_atlas_texture;
layout(set = 0, binding = 5) uniform sampler shadow_sampler;
-layout(set = 0, binding = 6) uniform texture2D screen_texture;
+layout(set = 0, binding = 6) uniform texture2D color_buffer;
layout(set = 0, binding = 7) uniform texture2D sdf_texture;
layout(set = 0, binding = 8) uniform sampler material_samplers[12];
diff --git a/servers/rendering/shader_compiler.cpp b/servers/rendering/shader_compiler.cpp
index 626da90168..68542f32af 100644
--- a/servers/rendering/shader_compiler.cpp
+++ b/servers/rendering/shader_compiler.cpp
@@ -909,9 +909,6 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
if (p_default_actions.renames.has(vnode->name)) {
code = p_default_actions.renames[vnode->name];
- if (vnode->name == "SCREEN_TEXTURE") {
- r_gen_code.uses_screen_texture_mipmaps = true;
- }
} else {
if (shader->uniforms.has(vnode->name)) {
//its a uniform!
@@ -919,29 +916,22 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
if (u.texture_order >= 0) {
StringName name = vnode->name;
if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) {
- name = "SCREEN_TEXTURE";
+ name = "color_buffer";
if (u.filter >= ShaderLanguage::FILTER_NEAREST_MIPMAP) {
r_gen_code.uses_screen_texture_mipmaps = true;
}
+ r_gen_code.uses_screen_texture = true;
} else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) {
- name = "NORMAL_ROUGHNESS_TEXTURE";
+ name = "normal_roughness_buffer";
+ r_gen_code.uses_normal_roughness_texture = true;
} else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
- name = "DEPTH_TEXTURE";
+ name = "depth_buffer";
+ r_gen_code.uses_depth_texture = true;
} else {
name = _mkid(vnode->name); //texture, use as is
}
- if (p_default_actions.renames.has(name)) {
- code = p_default_actions.renames[name];
- } else {
- code = name;
- }
-
- if (p_actions.usage_flag_pointers.has(name) && !used_flag_pointers.has(name)) {
- *p_actions.usage_flag_pointers[name] = true;
- used_flag_pointers.insert(name);
- }
-
+ code = name;
} else {
//a scalar or vector
if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
@@ -1251,16 +1241,20 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
}
if (correct_texture_uniform) {
- //TODO Needs to detect screen_texture hint as well
- is_screen_texture = (texture_uniform == "SCREEN_TEXTURE");
-
String sampler_name;
+ bool is_normal_roughness_texture = false;
if (actions.custom_samplers.has(texture_uniform)) {
sampler_name = actions.custom_samplers[texture_uniform];
} else {
if (shader->uniforms.has(texture_uniform)) {
- sampler_name = _get_sampler_name(shader->uniforms[texture_uniform].filter, shader->uniforms[texture_uniform].repeat);
+ const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[texture_uniform];
+ if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) {
+ is_screen_texture = true;
+ } else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) {
+ is_normal_roughness_texture = true;
+ }
+ sampler_name = _get_sampler_name(u.filter, u.repeat);
} else {
bool found = false;
@@ -1287,7 +1281,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
}
String data_type_name = "";
- if (texture_uniform == "NORMAL_ROUGHNESS_TEXTURE") {
+ if (is_normal_roughness_texture) {
data_type_name = "multiviewSampler";
normal_roughness_texture_used = true;
} else {
@@ -1515,6 +1509,9 @@ Error ShaderCompiler::compile(RS::ShaderMode p_mode, const String &p_code, Ident
r_gen_code.uses_vertex_time = false;
r_gen_code.uses_global_textures = false;
r_gen_code.uses_screen_texture_mipmaps = false;
+ r_gen_code.uses_screen_texture = false;
+ r_gen_code.uses_depth_texture = false;
+ r_gen_code.uses_normal_roughness_texture = false;
used_name_defines.clear();
used_rmode_defines.clear();
diff --git a/servers/rendering/shader_compiler.h b/servers/rendering/shader_compiler.h
index eeb2916160..43bea213da 100644
--- a/servers/rendering/shader_compiler.h
+++ b/servers/rendering/shader_compiler.h
@@ -81,6 +81,9 @@ public:
bool uses_fragment_time;
bool uses_vertex_time;
bool uses_screen_texture_mipmaps;
+ bool uses_screen_texture;
+ bool uses_depth_texture;
+ bool uses_normal_roughness_texture;
};
struct DefaultIdentifierActions {
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index 59a2ff66f3..5ecc38a63b 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -5399,6 +5399,12 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
}
} else {
if (!_find_identifier(p_block, false, p_function_info, identifier, &data_type, &ident_type, &is_const, &array_size, &struct_name)) {
+ if (identifier == "SCREEN_TEXTURE" || identifier == "DEPTH_TEXTURE" || identifier == "NORMAL_ROUGHNESS_TEXTURE") {
+ String name = String(identifier);
+ String name_lower = name.to_lower();
+ _set_error(vformat(RTR("%s has been removed in favor of using hint_%s with a uniform.\nTo continue with minimal code changes add 'uniform sampler2D %s : hint_%s, filter_linear_mipmaps;' near the top of your shader."), name, name_lower, name, name_lower));
+ return nullptr;
+ }
_set_error(vformat(RTR("Unknown identifier in expression: '%s'."), String(identifier)));
return nullptr;
}
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index 38dc806370..ba39328b2e 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -138,9 +138,6 @@ 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"] = 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"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
@@ -267,7 +264,6 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].can_discard = true;
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].main_function = true;