diff options
author | Juan Linietsky <reduzio@gmail.com> | 2017-06-01 18:55:24 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2017-06-01 18:56:02 -0300 |
commit | c03131fc9f7aef119f864cc266330855134feb62 (patch) | |
tree | 5d6f3268548724e17a5d986118a9a2f7c4950dce /servers/visual | |
parent | 5dd52320cb5f85cf9cab0be18bf105f46344200d (diff) |
Rework shading modes and change location of light shader
Diffstat (limited to 'servers/visual')
-rw-r--r-- | servers/visual/shader_types.cpp | 7 |
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; |