diff options
author | Juan Linietsky <reduzio@gmail.com> | 2017-06-07 18:18:55 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2017-06-07 18:20:04 -0300 |
commit | 5bf810b5db953d3f58acdd2d05d5410897f41d63 (patch) | |
tree | 15497d5b43527c997abb5c50bcba2675704431dc /servers | |
parent | 5f5d629c8ad654fddbf17850c6fad2999d10daf7 (diff) |
-Added proper access to depth texture from shader
-Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
Diffstat (limited to 'servers')
-rw-r--r-- | servers/visual/shader_types.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp index 44ec13af45..e0201420fe 100644 --- a/servers/visual/shader_types.cpp +++ b/servers/visual/shader_types.cpp @@ -105,6 +105,7 @@ ShaderTypes::ShaderTypes() { 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; shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["POINT_COORD"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SIDE"] = ShaderLanguage::TYPE_FLOAT; |