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authorChaosus <chaosus89@gmail.com>2018-03-10 21:00:18 +0300
committerChaosus <chaosus89@gmail.com>2018-03-10 21:00:18 +0300
commit2d428a350e6957814fc3d6ab30e495242a59b546 (patch)
tree59314a36a811e22f65b1fbeafbb3b7ab4f3c5ca3 /servers
parentaeb1c67b5b55c769256a8ffc2f9d9095d6fc74da (diff)
Fix few bugs in shader definitions
Diffstat (limited to 'servers')
-rw-r--r--servers/visual/shader_types.cpp4
1 files changed, 1 insertions, 3 deletions
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp
index 9042649337..2ab52d13b8 100644
--- a/servers/visual/shader_types.cpp
+++ b/servers/visual/shader_types.cpp
@@ -218,9 +218,8 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_HEIGHT"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_COLOR"] = ShaderLanguage::TYPE_VEC4;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_UV"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_SHADOW"] = ShaderLanguage::TYPE_VEC4;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SHADOW"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SHADOW_COLOR"] = ShaderLanguage::TYPE_VEC4;
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;
@@ -254,7 +253,6 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].can_discard = false;
- shader_modes[VS::SHADER_PARTICLES].modes.insert("billboard");
shader_modes[VS::SHADER_PARTICLES].modes.insert("disable_force");
shader_modes[VS::SHADER_PARTICLES].modes.insert("disable_velocity");
shader_modes[VS::SHADER_PARTICLES].modes.insert("keep_data");