aboutsummaryrefslogtreecommitdiff
path: root/drivers/gles3/shader_compiler_gles3.cpp
diff options
context:
space:
mode:
authorPieter-Jan Briers2018-03-10 00:21:38 +0100
committerHein-Pieter van Braam2018-04-28 16:03:23 +0200
commit0d2a2a9300333876b5ad5657febd8b9af128692a (patch)
tree6c600d1086c6373edb19544da2d61a6e49a830ba /drivers/gles3/shader_compiler_gles3.cpp
parent6d767b0f9a7d8a8c965f2c9c88b7d2129adc48c0 (diff)
downloadgodot-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.cpp3
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 **/