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path: root/drivers/gles2/shader_compiler_gles2.cpp
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Diffstat (limited to 'drivers/gles2/shader_compiler_gles2.cpp')
-rw-r--r--drivers/gles2/shader_compiler_gles2.cpp19
1 files changed, 10 insertions, 9 deletions
diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp
index adb9fe0e83..247a35141e 100644
--- a/drivers/gles2/shader_compiler_gles2.cpp
+++ b/drivers/gles2/shader_compiler_gles2.cpp
@@ -435,7 +435,7 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
//create the call to sample the screen, and clamp it
uses_texpos=true;
code="get_texpos("+dump_node_code(onode->arguments[1],p_level)+"";
-// code="get_texpos(gl_ProjectionMatrixInverse * texture2D( depth_texture, clamp(("+dump_node_code(onode->arguments[1],p_level)+").xy,vec2(0.0),vec2(1.0))*gl_LightSource[5].specular.zw+gl_LightSource[5].specular.xy)";
+ //code="get_texpos(gl_ProjectionMatrixInverse * texture2D( depth_texture, clamp(("+dump_node_code(onode->arguments[1],p_level)+").xy,vec2(0.0),vec2(1.0))*gl_LightSource[5].specular.zw+gl_LightSource[5].specular.xy)";
//code="(texture2D( screen_texture, ("+dump_node_code(onode->arguments[1],p_level)+").xy).rgb";
break;
} else if (custom_h && callfunc=="cosh_custom") {
@@ -571,12 +571,13 @@ Error ShaderCompilerGLES2::compile_node(SL::ProgramNode *p_program) {
global_code+=uline;
if (uniforms) {
- //if (uniforms->has(E->key())) {
- // //repeated uniform, error
- // ERR_EXPLAIN("Uniform already exists from other shader: "+String(E->key()));
- // ERR_FAIL_COND_V(uniforms->has(E->key()),ERR_ALREADY_EXISTS);
-//
-// }
+ /*
+ if (uniforms->has(E->key())) {
+ //repeated uniform, error
+ ERR_EXPLAIN("Uniform already exists from other shader: "+String(E->key()));
+ ERR_FAIL_COND_V(uniforms->has(E->key()),ERR_ALREADY_EXISTS);
+ }
+ */
SL::Uniform u = E->get();
u.order+=ubase;
uniforms->insert(E->key(),u);
@@ -812,8 +813,8 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["VAR1"]="var1_interp";
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["VAR2"]="var2_interp";
-// mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SCREEN_POS"]="SCREEN_POS";
-// mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SCREEN_SIZE"]="SCREEN_SIZE";
+ //mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SCREEN_POS"]="SCREEN_POS";
+ //mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SCREEN_SIZE"]="SCREEN_SIZE";
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["INSTANCE_ID"]="instance_id";
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["TIME"]="time";