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-rw-r--r--servers/visual/shader_types.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp
index 8fd5dfc738..bc6010117c 100644
--- a/servers/visual/shader_types.cpp
+++ b/servers/visual/shader_types.cpp
@@ -147,6 +147,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["DIFFUSE_LIGHT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["light"].can_discard = true;
@@ -187,6 +188,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_SPATIAL].modes.push_back("shadows_disabled");
shader_modes[VS::SHADER_SPATIAL].modes.push_back("ambient_light_disabled");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("shadow_to_opacity");
shader_modes[VS::SHADER_SPATIAL].modes.push_back("vertex_lighting");