diff options
-rw-r--r-- | servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp | 1 | ||||
-rw-r--r-- | servers/rendering/shader_types.cpp | 3 |
2 files changed, 3 insertions, 1 deletions
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); |