diff options
-rw-r--r-- | editor/editor_builders.py | 1 | ||||
-rw-r--r-- | glsl_builders.py | 5 | ||||
-rw-r--r-- | modules/mono/build_scripts/solution_builder.py | 3 | ||||
-rw-r--r-- | servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp | 1 | ||||
-rw-r--r-- | servers/rendering/shader_types.cpp | 3 |
5 files changed, 3 insertions, 10 deletions
diff --git a/editor/editor_builders.py b/editor/editor_builders.py index ea32e24f6e..86c5c87a68 100644 --- a/editor/editor_builders.py +++ b/editor/editor_builders.py @@ -54,7 +54,6 @@ def make_fonts_header(target, source, env): g.write("#define _EDITOR_FONTS_H\n") # saving uncompressed, since freetype will reference from memory pointer - xl_names = [] for i in range(len(source)): with open(source[i], "rb") as f: buf = f.read() diff --git a/glsl_builders.py b/glsl_builders.py index e1a6e41bea..29971fd4e7 100644 --- a/glsl_builders.py +++ b/glsl_builders.py @@ -96,8 +96,6 @@ def build_rd_header(filename): out_file = filename + ".gen.h" fd = open(out_file, "w") - enum_constants = [] - fd.write("/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */\n") out_file_base = out_file @@ -165,7 +163,6 @@ class RAWHeaderStruct: def include_file_in_raw_header(filename, header_data, depth): fs = open(filename, "r") line = fs.readline() - text = "" while line: @@ -192,8 +189,6 @@ def build_raw_header(filename): out_file = filename + ".gen.h" fd = open(out_file, "w") - enum_constants = [] - fd.write("/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */\n") out_file_base = out_file.replace(".glsl.gen.h", "_shader_glsl") diff --git a/modules/mono/build_scripts/solution_builder.py b/modules/mono/build_scripts/solution_builder.py index 03f4e57f02..6a621c3c8b 100644 --- a/modules/mono/build_scripts/solution_builder.py +++ b/modules/mono/build_scripts/solution_builder.py @@ -8,9 +8,6 @@ def find_dotnet_cli(): import os.path if os.name == "nt": - windows_exts = os.environ["PATHEXT"] - windows_exts = windows_exts.split(os.pathsep) if windows_exts else [] - for hint_dir in os.environ["PATH"].split(os.pathsep): hint_dir = hint_dir.strip('"') hint_path = os.path.join(hint_dir, "dotnet") diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp index efa16628e4..c56c208098 100644 --- a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp +++ b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp @@ -2734,6 +2734,7 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag actions.renames["LIGHT_COLOR"] = "light_color"; actions.renames["LIGHT"] = "light"; actions.renames["ATTENUATION"] = "attenuation"; + actions.renames["SHADOW_ATTENUATION"] = "shadow_attenuation"; actions.renames["DIFFUSE_LIGHT"] = "diffuse_light"; actions.renames["SPECULAR_LIGHT"] = "specular_light"; diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp index f3ef322ad7..ad5cbc9e51 100644 --- a/servers/rendering/shader_types.cpp +++ b/servers/rendering/shader_types.cpp @@ -145,7 +145,8 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC3); - shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ATTENUATION"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ATTENUATION"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["SHADOW_ATTENUATION"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ALBEDO"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["BACKLIGHT"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ROUGHNESS"] = constt(ShaderLanguage::TYPE_FLOAT); |