diff options
Diffstat (limited to 'servers')
-rw-r--r-- | servers/visual/rasterizer.h | 2 | ||||
-rw-r--r-- | servers/visual/shader_types.cpp | 15 | ||||
-rw-r--r-- | servers/visual/visual_server_raster.h | 2 | ||||
-rw-r--r-- | servers/visual/visual_server_wrap_mt.h | 2 | ||||
-rw-r--r-- | servers/visual_server.h | 4 |
5 files changed, 8 insertions, 17 deletions
diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h index 344c10089a..b3f6b243de 100644 --- a/servers/visual/rasterizer.h +++ b/servers/visual/rasterizer.h @@ -53,7 +53,7 @@ public: virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg) = 0; virtual void environment_set_sky(RID p_env, RID p_sky) = 0; - virtual void environment_set_sky_scale(RID p_env, float p_scale) = 0; + virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0; virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0; virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0; virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0; diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp index 01e3d7592d..7489ca7e3e 100644 --- a/servers/visual/shader_types.cpp +++ b/servers/visual/shader_types.cpp @@ -50,12 +50,6 @@ ShaderTypes::ShaderTypes() { /*************** SPATIAL ***********************/ - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["SRC_VERTEX"] = ShaderLanguage::TYPE_VEC3; - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["SRC_NORMAL"] = ShaderLanguage::TYPE_VEC3; - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["SRC_BONES"] = ShaderLanguage::TYPE_IVEC4; - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["SRC_WEIGHTS"] = ShaderLanguage::TYPE_VEC4; - - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["POSITION"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3; @@ -90,7 +84,6 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV2"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["METALLIC"] = ShaderLanguage::TYPE_FLOAT; @@ -179,21 +172,19 @@ ShaderTypes::ShaderTypes() { /************ CANVAS ITEM **************************/ - shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["SRC_VERTEX"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX_COLOR"] = ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["EXTRA_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["PARTICLE_CUSTOM"] = ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = ShaderLanguage::TYPE_BOOL; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].can_discard = false; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SRC_COLOR"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["FRAGCOORD"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMALMAP"] = ShaderLanguage::TYPE_VEC3; @@ -202,13 +193,13 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["POINT_COORD"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["AT_LIGHT_PASS"] = ShaderLanguage::TYPE_BOOL; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].can_discard = true; shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POSITION"] = ShaderLanguage::TYPE_VEC2; diff --git a/servers/visual/visual_server_raster.h b/servers/visual/visual_server_raster.h index b5cae978f5..888fb29f93 100644 --- a/servers/visual/visual_server_raster.h +++ b/servers/visual/visual_server_raster.h @@ -968,7 +968,7 @@ public: BIND2(environment_set_background, RID, EnvironmentBG) BIND2(environment_set_sky, RID, RID) - BIND2(environment_set_sky_scale, RID, float) + BIND2(environment_set_sky_custom_fov, RID, float) BIND2(environment_set_bg_color, RID, const Color &) BIND2(environment_set_bg_energy, RID, float) BIND2(environment_set_canvas_max_layer, RID, int) diff --git a/servers/visual/visual_server_wrap_mt.h b/servers/visual/visual_server_wrap_mt.h index 5cf941b93d..caec890217 100644 --- a/servers/visual/visual_server_wrap_mt.h +++ b/servers/visual/visual_server_wrap_mt.h @@ -381,7 +381,7 @@ public: FUNC2(environment_set_background, RID, EnvironmentBG) FUNC2(environment_set_sky, RID, RID) - FUNC2(environment_set_sky_scale, RID, float) + FUNC2(environment_set_sky_custom_fov, RID, float) FUNC2(environment_set_bg_color, RID, const Color &) FUNC2(environment_set_bg_energy, RID, float) FUNC2(environment_set_canvas_max_layer, RID, int) diff --git a/servers/visual_server.h b/servers/visual_server.h index 72f36f6b65..1cc097f50e 100644 --- a/servers/visual_server.h +++ b/servers/visual_server.h @@ -85,7 +85,7 @@ public: enum TextureFlags { TEXTURE_FLAG_MIPMAPS = 1, /// Enable automatic mipmap generation - when available TEXTURE_FLAG_REPEAT = 2, /// Repeat texture (Tiling), otherwise Clamping - TEXTURE_FLAG_FILTER = 4, /// Create texure with linear (or available) filter + TEXTURE_FLAG_FILTER = 4, /// Create texture with linear (or available) filter TEXTURE_FLAG_ANISOTROPIC_FILTER = 8, TEXTURE_FLAG_CONVERT_TO_LINEAR = 16, TEXTURE_FLAG_MIRRORED_REPEAT = 32, /// Repeat texture, with alternate sections mirrored @@ -637,7 +637,7 @@ public: virtual void environment_set_background(RID p_env, EnvironmentBG p_bg) = 0; virtual void environment_set_sky(RID p_env, RID p_sky) = 0; - virtual void environment_set_sky_scale(RID p_env, float p_scale) = 0; + virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0; virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0; virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0; virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0; |