From 5bf810b5db953d3f58acdd2d05d5410897f41d63 Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Wed, 7 Jun 2017 18:18:55 -0300 Subject: -Added proper access to depth texture from shader -Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future. --- drivers/gles3/shader_compiler_gles3.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'drivers/gles3') diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 4f741c6b7a..b1f7b4c9bd 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -747,6 +747,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom"; actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv"; actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture"; + actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer"; actions[VS::SHADER_SPATIAL].renames["SIDE"] = "side"; actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n"; -- cgit v1.2.3