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| author | Pieter-Jan Briers | 2018-03-10 00:21:38 +0100 |
|---|---|---|
| committer | Hein-Pieter van Braam | 2018-04-28 16:03:23 +0200 |
| commit | 0d2a2a9300333876b5ad5657febd8b9af128692a (patch) | |
| tree | 6c600d1086c6373edb19544da2d61a6e49a830ba /drivers/gles3/shader_compiler_gles3.cpp | |
| parent | 6d767b0f9a7d8a8c965f2c9c88b7d2129adc48c0 (diff) | |
| download | godot-0d2a2a9300333876b5ad5657febd8b9af128692a.tar.gz godot-0d2a2a9300333876b5ad5657febd8b9af128692a.tar.zst godot-0d2a2a9300333876b5ad5657febd8b9af128692a.zip | |
Fixes canvas light shaders.
Fixes #16904
Restore more out functionality, fix built-ins.
Requested changes, I think?
(cherry picked from commit 25ba49fd88ec460a6c4f39f93222671d5e2bab6e)
Diffstat (limited to 'drivers/gles3/shader_compiler_gles3.cpp')
| -rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 3 |
1 files changed, 0 insertions, 3 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 070c661c8..1f3b76f5c 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -795,7 +795,6 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height"; actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color"; actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv"; - //actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_SHADOW_COLOR"]="light_shadow_color"; actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light"; actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color"; @@ -805,9 +804,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n"; - actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_COLOR"] = "#define SHADOW_COLOR_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; - actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; /** SPATIAL SHADER **/ |
