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authorYuri Roubinsky <chaosus89@gmail.com>2020-03-19 20:58:43 +0300
committerGitHub <noreply@github.com>2020-03-19 20:58:43 +0300
commit1a532d53ccfd11cae7efdda1d406fd26da5cdb1e (patch)
tree5d2d39f937475f54824bb6e26c4ea126c27b83fc /servers/visual
parent10dd73c8685469c877f5d6a16668bf273cd2ce79 (diff)
parentef6320d82ad5d0cd14fe4e81a8fb1ddbcec99a87 (diff)
Merge pull request #37167 from Chaosus/shader_fix
Removed old TIME references from shader_types
Diffstat (limited to 'servers/visual')
-rw-r--r--servers/visual/shader_types.cpp7
1 files changed, 0 insertions, 7 deletions
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp
index dd798f2d54..631925e770 100644
--- a/servers/visual/shader_types.cpp
+++ b/servers/visual/shader_types.cpp
@@ -81,7 +81,6 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_MATRIX"] = ShaderLanguage::TYPE_MAT4;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_NORMAL_MATRIX"] = ShaderLanguage::TYPE_MAT3;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
@@ -127,7 +126,6 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].can_discard = true;
@@ -136,7 +134,6 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
@@ -212,7 +209,6 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["CANVAS_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["SCREEN_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
@@ -235,7 +231,6 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].can_discard = true;
@@ -254,7 +249,6 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].can_discard = true;
shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("skip_vertex_transform");
@@ -279,7 +273,6 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["RESTART"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT);