diff options
| author | Juan Linietsky | 2016-10-27 11:50:26 -0300 |
|---|---|---|
| committer | Juan Linietsky | 2016-10-27 11:50:26 -0300 |
| commit | 53d8f2b1ec1d86b189800b7fe156c464fdf9e380 (patch) | |
| tree | a86ac6591239fd58193701419750bdfac3d89417 /servers/visual/shader_types.cpp | |
| parent | cb34b70df13ad9f7942b0c363edc71cfd417bb21 (diff) | |
| download | godot-53d8f2b1ec1d86b189800b7fe156c464fdf9e380.tar.gz godot-53d8f2b1ec1d86b189800b7fe156c464fdf9e380.tar.zst godot-53d8f2b1ec1d86b189800b7fe156c464fdf9e380.zip | |
Diffstat (limited to 'servers/visual/shader_types.cpp')
| -rw-r--r-- | servers/visual/shader_types.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp index 767d11bc8..8c54ef11f 100644 --- a/servers/visual/shader_types.cpp +++ b/servers/visual/shader_types.cpp @@ -136,16 +136,16 @@ 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_SPATIAL].modes.insert("skip_transform"); + shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("skip_transform"); - shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_mix"); - shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_add"); - shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_sub"); - shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_mul"); - shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_premul_alpha"); + shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_mix"); + shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_add"); + shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_sub"); + shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_mul"); + shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_premul_alpha"); - shader_modes[VS::SHADER_SPATIAL].modes.insert("unshaded"); - shader_modes[VS::SHADER_SPATIAL].modes.insert("light_only"); + shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("unshaded"); + shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("light_only"); |
