diff options
author | Juan Linietsky <reduzio@gmail.com> | 2017-06-26 22:58:03 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2017-06-26 22:58:46 -0300 |
commit | 3ce046ee0c49b23bb1e5d59a5a0fe8c70bc64c7d (patch) | |
tree | b07579f992f505f78c4b68225ff7cfa031ec7d22 /servers | |
parent | 90592ccf03521cda14ee3a9576b671136da2021d (diff) |
-Fixed SCREEN_TEXTURE and other related 2D shader parameters.
-Fixded BackBuffercopy object
Diffstat (limited to 'servers')
-rw-r--r-- | servers/visual/shader_types.cpp | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp index 42f1a98826..b04c8716fb 100644 --- a/servers/visual/shader_types.cpp +++ b/servers/visual/shader_types.cpp @@ -102,7 +102,6 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["AO"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["EMISSION"] = ShaderLanguage::TYPE_VEC3; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECIAL"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["DISCARD"] = ShaderLanguage::TYPE_BOOL; shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["DEPTH_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; @@ -156,7 +155,7 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["AT_LIGHT_PASS"] = ShaderLanguage::TYPE_BOOL; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SRC_COLOR"] = ShaderLanguage::TYPE_VEC4; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["POSITION"] = ShaderLanguage::TYPE_VEC2; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["FRAGCOORD"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMAL"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMALMAP"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT; @@ -165,9 +164,12 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["TEXTURE_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SCREEN_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["POINT_COORD"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["TIME"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["AT_LIGHT_PASS"] = ShaderLanguage::TYPE_BOOL; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["POSITION"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["NORMAL"] = ShaderLanguage::TYPE_VEC3; |