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| author | Juan Linietsky | 2017-09-21 15:20:00 -0300 |
|---|---|---|
| committer | Juan Linietsky | 2017-09-21 15:20:28 -0300 |
| commit | bf371dcb3294027c209cc40a42fdbf438d4261af (patch) | |
| tree | f05f9ca237ceb86333776f56e84bfc8a3abcec70 /servers/visual/shader_types.cpp | |
| parent | d7468fea5b68e4da9f5daa3a16b450d3da72f27c (diff) | |
| download | godot-bf371dcb3294027c209cc40a42fdbf438d4261af.tar.gz godot-bf371dcb3294027c209cc40a42fdbf438d4261af.tar.zst godot-bf371dcb3294027c209cc40a42fdbf438d4261af.zip | |
Diffstat (limited to 'servers/visual/shader_types.cpp')
| -rw-r--r-- | servers/visual/shader_types.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp index 91c5d430f..e828898f8 100644 --- a/servers/visual/shader_types.cpp +++ b/servers/visual/shader_types.cpp @@ -75,6 +75,7 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_MATRIX"] = ShaderLanguage::TYPE_MAT4; + shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEWPORT_SIZE"] = ShaderLanguage::TYPE_VEC2; @@ -115,6 +116,7 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_CAMERA_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEWPORT_SIZE"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].can_discard = true; |
