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-rw-r--r--drivers/gles2/rasterizer_gles2.cpp4
-rw-r--r--drivers/gles2/shader_compiler_gles2.cpp1
-rw-r--r--drivers/gles2/shaders/canvas.glsl4
-rw-r--r--drivers/gles2/shaders/material.glsl4
-rw-r--r--scene/resources/shader_graph.cpp4
-rw-r--r--servers/visual/shader_language.cpp1
-rw-r--r--tools/editor/plugins/shader_graph_editor_plugin.cpp2
7 files changed, 14 insertions, 6 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index 8350fb0674..d5becc0bfc 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -4666,7 +4666,7 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
}
if (light_flags.uses_shadow_color) {
- enablers.push_back("#define USE_LIGHT_SHADOW_COLOR\n");
+ enablers.push_back("#define USE_OUTPUT_SHADOW_COLOR\n");
}
if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) {
enablers.push_back("#define USE_TIME\n");
@@ -4709,7 +4709,7 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
enablers.push_back("#define USE_TEXPIXEL_SIZE\n");
}
if (light_flags.uses_shadow_color) {
- enablers.push_back("#define USE_LIGHT_SHADOW_COLOR\n");
+ enablers.push_back("#define USE_OUTPUT_SHADOW_COLOR\n");
}
if (vertex_flags.uses_worldvec) {
diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp
index 3be0fdab17..d4636ed444 100644
--- a/drivers/gles2/shader_compiler_gles2.cpp
+++ b/drivers/gles2/shader_compiler_gles2.cpp
@@ -904,6 +904,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_VEC"]="light_vec";
mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_HEIGHT"]="light_height";
mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_COLOR"]="light";
+ mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_SHADOW"]="light_shadow_color";
mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_UV"]="light_uv";
mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT"]="light_out";
mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["SHADOW"]="shadow_color";
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index 285abd30ff..5f4767940d 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -244,7 +244,7 @@ FRAGMENT_SHADER_CODE
vec2 light_uv = light_uv_interp.xy;
vec4 light = texture2D(light_texture,light_uv) * light_color;
-#if defined(USE_LIGHT_SHADOW_COLOR)
+#if defined(USE_OUTPUT_SHADOW_COLOR)
vec4 shadow_color=vec4(0.0,0.0,0.0,0.0);
#endif
@@ -380,7 +380,7 @@ LIGHT_SHADER_CODE
#endif
-#if defined(USE_LIGHT_SHADOW_COLOR)
+#if defined(USE_OUTPUT_SHADOW_COLOR)
color=mix(shadow_color,color,shadow_attenuation);
#else
//color*=shadow_attenuation;
diff --git a/drivers/gles2/shaders/material.glsl b/drivers/gles2/shaders/material.glsl
index fd778f3442..477a451f2f 100644
--- a/drivers/gles2/shaders/material.glsl
+++ b/drivers/gles2/shaders/material.glsl
@@ -1185,7 +1185,7 @@ FRAGMENT_SHADER_CODE
vec3 mdiffuse = diffuse.rgb;
vec3 light;
-#if defined(USE_LIGHT_SHADOW_COLOR)
+#if defined(USE_OUTPUT_SHADOW_COLOR)
vec3 shadow_color=vec3(0.0,0.0,0.0);
#endif
@@ -1209,7 +1209,7 @@ LIGHT_SHADER_CODE
#endif
diffuse.rgb = const_light_mult * ambient_light *diffuse.rgb + light * attenuation * shadow_attenuation;
-#if defined(USE_LIGHT_SHADOW_COLOR)
+#if defined(USE_OUTPUT_SHADOW_COLOR)
diffuse.rgb += light * shadow_color * attenuation * (1.0 - shadow_attenuation);
#endif
diff --git a/scene/resources/shader_graph.cpp b/scene/resources/shader_graph.cpp
index 40ae26ba5d..02faa9425d 100644
--- a/scene/resources/shader_graph.cpp
+++ b/scene/resources/shader_graph.cpp
@@ -1483,6 +1483,8 @@ const ShaderGraph::InOutParamInfo ShaderGraph::inout_param_info[]={
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightColor","LIGHT_COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightAlpha","LIGHT_COLOR.a","",SLOT_TYPE_SCALAR,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightHeight","LIGHT_HEIGHT","",SLOT_TYPE_SCALAR,SLOT_IN},
+ {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"ShadowColor","LIGHT_SHADOW.rgb","",SLOT_TYPE_VEC,SLOT_IN},
+ {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"ShadowAlpha","LIGHT_SHADOW.a","",SLOT_TYPE_SCALAR,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"TexPixelSize","vec3(TEXTURE_PIXEL_SIZE,0)","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_IN},
@@ -1490,6 +1492,8 @@ const ShaderGraph::InOutParamInfo ShaderGraph::inout_param_info[]={
//canvas item light out
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightColor","LIGHT.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightAlpha","LIGHT.a","",SLOT_TYPE_SCALAR,SLOT_OUT},
+ {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"ShadowColor","SHADOW.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
+ {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"ShadowAlpha","SHADOW.a","",SLOT_TYPE_SCALAR,SLOT_OUT},
//end
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,NULL,NULL,NULL,SLOT_TYPE_SCALAR,SLOT_OUT},
diff --git a/servers/visual/shader_language.cpp b/servers/visual/shader_language.cpp
index 09b3ada509..fdf3cb622d 100644
--- a/servers/visual/shader_language.cpp
+++ b/servers/visual/shader_language.cpp
@@ -1180,6 +1180,7 @@ const ShaderLanguage::BuiltinsDef ShaderLanguage::ci_light_builtins_defs[]={
{ "LIGHT_HEIGHT", TYPE_FLOAT},
{ "LIGHT_COLOR", TYPE_VEC4},
{ "LIGHT_UV", TYPE_VEC2},
+ { "LIGHT_SHADOW", TYPE_VEC4},
{ "LIGHT", TYPE_VEC4},
{ "SHADOW", TYPE_VEC4},
{ "POINT_COORD", TYPE_VEC2},
diff --git a/tools/editor/plugins/shader_graph_editor_plugin.cpp b/tools/editor/plugins/shader_graph_editor_plugin.cpp
index aa66a2e0d9..3ab906f84e 100644
--- a/tools/editor/plugins/shader_graph_editor_plugin.cpp
+++ b/tools/editor/plugins/shader_graph_editor_plugin.cpp
@@ -2422,6 +2422,7 @@ void ShaderGraphView::_create_node(int p_id) {
colors.push_back("Color");
colors.push_back("LightColor");
colors.push_back("Light");
+ colors.push_back("ShadowColor");
colors.push_back("Diffuse");
colors.push_back("Specular");
colors.push_back("Emmision");
@@ -2434,6 +2435,7 @@ void ShaderGraphView::_create_node(int p_id) {
reals.push_back("ShadeParam");
reals.push_back("SpecularExp");
reals.push_back("LightAlpha");
+ reals.push_back("ShadowAlpha");
reals.push_back("PointSize");
reals.push_back("Discard");