diff options
Diffstat (limited to 'drivers/gles3/shader_compiler_gles3.cpp')
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index c014caee8d..c308e9eddb 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ @@ -608,6 +608,9 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener } else { code = "return;"; } + } else if (cfnode->flow_op == SL::FLOW_OP_DISCARD) { + + code = "discard;"; } } break; @@ -626,13 +629,11 @@ Error ShaderCompilerGLES3::compile(VS::ShaderMode p_mode, const String &p_code, Error err = parser.compile(p_code, ShaderTypes::get_singleton()->get_functions(p_mode), ShaderTypes::get_singleton()->get_modes(p_mode), ShaderTypes::get_singleton()->get_types()); if (err != OK) { -#if 1 Vector<String> shader = p_code.split("\n"); for (int i = 0; i < shader.size(); i++) { print_line(itos(i) + " " + shader[i]); } -#endif _err_print_error(NULL, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER); return err; @@ -754,7 +755,6 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength"; actions[VS::SHADER_SPATIAL].renames["AO"] = "ao"; actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission"; - actions[VS::SHADER_SPATIAL].renames["DISCARD"] = "_discard"; //actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2; actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord"; actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom"; |