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-rw-r--r--servers/visual/shader_types.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp
index 8d72ee3f34..5bacc2ec51 100644
--- a/servers/visual/shader_types.cpp
+++ b/servers/visual/shader_types.cpp
@@ -91,7 +91,8 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMAL"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALBEDO"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECULAR"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["METALLIC"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECULAR"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["RIM"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["RIM_TINT"] = ShaderLanguage::TYPE_FLOAT;