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authorJuan Linietsky <reduzio@gmail.com>2017-06-01 18:55:24 -0300
committerJuan Linietsky <reduzio@gmail.com>2017-06-01 18:56:02 -0300
commitc03131fc9f7aef119f864cc266330855134feb62 (patch)
tree5d6f3268548724e17a5d986118a9a2f7c4950dce /servers/visual
parent5dd52320cb5f85cf9cab0be18bf105f46344200d (diff)
Rework shading modes and change location of light shader
Diffstat (limited to 'servers/visual')
-rw-r--r--servers/visual/shader_types.cpp7
1 files changed, 5 insertions, 2 deletions
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp
index 5bacc2ec51..1caee3fd25 100644
--- a/servers/visual/shader_types.cpp
+++ b/servers/visual/shader_types.cpp
@@ -131,6 +131,11 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_SPATIAL].modes.insert("unshaded");
shader_modes[VS::SHADER_SPATIAL].modes.insert("ontop");
+ shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_lambert");
+ shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_half_lambert");
+ shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_oren_nayar");
+ shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_burley");
+
shader_modes[VS::SHADER_SPATIAL].modes.insert("skip_default_transform");
/************ CANVAS ITEM **************************/
@@ -166,8 +171,6 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["COLOR"] = ShaderLanguage::TYPE_VEC4;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["TEXTURE_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["VAR1"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["VAR2"] = ShaderLanguage::TYPE_VEC4;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_VEC"] = ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_HEIGHT"] = ShaderLanguage::TYPE_FLOAT;