From 84de71872ff2f3d0e7b53229fedb8765a8e820eb Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Sat, 8 Jul 2017 08:06:13 -0300 Subject: -Added triplanar mapping modes -Some fixes to shader lang --- servers/visual/shader_language.cpp | 3 --- servers/visual/shader_types.cpp | 5 +++-- 2 files changed, 3 insertions(+), 5 deletions(-) (limited to 'servers') diff --git a/servers/visual/shader_language.cpp b/servers/visual/shader_language.cpp index 96d56dfc56..49f9e161fa 100644 --- a/servers/visual/shader_language.cpp +++ b/servers/visual/shader_language.cpp @@ -1357,11 +1357,8 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = { { "tanh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID } }, //builtins - exponential { "pow", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID } }, - { "pow", TYPE_VEC2, { TYPE_VEC2, TYPE_FLOAT, TYPE_VOID } }, { "pow", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID } }, - { "pow", TYPE_VEC3, { TYPE_VEC3, TYPE_FLOAT, TYPE_VOID } }, { "pow", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID } }, - { "pow", TYPE_VEC4, { TYPE_VEC4, TYPE_FLOAT, TYPE_VOID } }, { "pow", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID } }, { "exp", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID } }, { "exp", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID } }, diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp index b04c8716fb..c7ffcb5095 100644 --- a/servers/visual/shader_types.cpp +++ b/servers/visual/shader_types.cpp @@ -137,7 +137,8 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_oren_nayar"); shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_burley"); - shader_modes[VS::SHADER_SPATIAL].modes.insert("skip_default_transform"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("skip_vertex_transform"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("world_vertex_coords"); /************ CANVAS ITEM **************************/ @@ -188,7 +189,7 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["POINT_COORD"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["TIME"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("skip_transform"); + shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("skip_vertex_transform"); shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_mix"); shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_add"); -- cgit v1.2.3