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author | Juan Linietsky <reduzio@gmail.com> | 2018-04-08 09:33:12 -0300 |
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committer | GitHub <noreply@github.com> | 2018-04-08 09:33:12 -0300 |
commit | 8a5fb669ae3590fa1aa3f1fb90d01c3dca843c94 (patch) | |
tree | 9bea6bc2024391ff6beded774c3dfaa660cdb379 /servers | |
parent | 6eb0c74e9d6bd9e9e5f52fed2bd3b9c35a2877cb (diff) | |
parent | 2d428a350e6957814fc3d6ab30e495242a59b546 (diff) |
Merge pull request #17421 from Chaosus/fixshaderbugs
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"); |