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-rw-r--r--servers/audio/effects/audio_effect_spectrum_analyzer.cpp2
-rw-r--r--servers/visual/shader_types.cpp2
2 files changed, 3 insertions, 1 deletions
diff --git a/servers/audio/effects/audio_effect_spectrum_analyzer.cpp b/servers/audio/effects/audio_effect_spectrum_analyzer.cpp
index 05cba416be..8e15e9288f 100644
--- a/servers/audio/effects/audio_effect_spectrum_analyzer.cpp
+++ b/servers/audio/effects/audio_effect_spectrum_analyzer.cpp
@@ -170,7 +170,7 @@ Vector2 AudioEffectSpectrumAnalyzerInstance::get_magnitude_for_frequency_range(f
for (int i = begin_pos; i <= end_pos; i++) {
max.x = MAX(max.x, r[i].l);
- max.y = MAX(max.x, r[i].r);
+ max.y = MAX(max.y, r[i].r);
}
return max;
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");