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author | Chaosus <chaosus89@gmail.com> | 2018-03-10 21:00:18 +0300 |
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committer | Chaosus <chaosus89@gmail.com> | 2018-03-10 21:00:18 +0300 |
commit | 2d428a350e6957814fc3d6ab30e495242a59b546 (patch) | |
tree | 59314a36a811e22f65b1fbeafbb3b7ab4f3c5ca3 /servers | |
parent | aeb1c67b5b55c769256a8ffc2f9d9095d6fc74da (diff) |
Fix few bugs in shader definitions
Diffstat (limited to 'servers')
-rw-r--r-- | servers/visual/shader_types.cpp | 4 |
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"); |