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-rw-r--r--drivers/gles2/rasterizer_gles2.cpp8
-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--drivers/vorbis/SCsub4
5 files changed, 9 insertions, 12 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index 8350fb0674..56489cf4df 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -1998,7 +1998,6 @@ void RasterizerGLES2::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,
if (use_VBO) {
elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLushort);
- elem_count=VS::ARRAY_WEIGHTS_SIZE;
valid_local=false;
bind=true;
normalize=true;
@@ -2007,7 +2006,6 @@ void RasterizerGLES2::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,
} else {
elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLfloat);
- elem_count=VS::ARRAY_WEIGHTS_SIZE;
valid_local=false;
bind=false;
datatype=GL_FLOAT;
@@ -2019,7 +2017,6 @@ void RasterizerGLES2::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,
if (use_VBO) {
elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLubyte);
- elem_count=VS::ARRAY_WEIGHTS_SIZE;
valid_local=false;
bind=true;
datatype=GL_UNSIGNED_BYTE;
@@ -2027,7 +2024,6 @@ void RasterizerGLES2::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,
} else {
elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLushort);
- elem_count=VS::ARRAY_WEIGHTS_SIZE;
valid_local=false;
bind=false;
datatype=GL_UNSIGNED_SHORT;
@@ -4666,7 +4662,7 @@ 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 +4705,7 @@ 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/drivers/vorbis/SCsub b/drivers/vorbis/SCsub
index 87805cc2d8..4afafcc4ba 100644
--- a/drivers/vorbis/SCsub
+++ b/drivers/vorbis/SCsub
@@ -5,7 +5,7 @@ sources = [
]
sources_lib = [
- "vorbis/analysis.c",
+ #"vorbis/analysis.c",
#"vorbis/barkmel.c",
"vorbis/bitrate.c",
"vorbis/block.c",
@@ -27,7 +27,7 @@ sources_lib = [
"vorbis/smallft.c",
"vorbis/synthesis.c",
#"vorbis/tone.c",
- "vorbis/vorbisenc.c",
+ #"vorbis/vorbisenc.c",
"vorbis/vorbisfile.c",
"vorbis/window.c",
]