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| author | Pedro J. Estébanez | 2017-03-08 02:07:59 +0100 |
|---|---|---|
| committer | Pedro J. Estébanez | 2017-03-08 02:07:59 +0100 |
| commit | 5ff0924a93ab6eeccfd93367b622df970a3d64af (patch) | |
| tree | ac4a8e02c1ae6e36606558ecf69cfc1109e1102d /servers | |
| parent | 616334311875da66e1a28a4d92efa1df245815c9 (diff) | |
| download | godot-5ff0924a93ab6eeccfd93367b622df970a3d64af.tar.gz godot-5ff0924a93ab6eeccfd93367b622df970a3d64af.tar.zst godot-5ff0924a93ab6eeccfd93367b622df970a3d64af.zip | |
Map POSITION to gl_FragCoord.xy for 2D shaders
Diffstat (limited to 'servers')
| -rw-r--r-- | servers/visual/shader_types.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp index cd9afa773..c5e31b235 100644 --- a/servers/visual/shader_types.cpp +++ b/servers/visual/shader_types.cpp @@ -138,7 +138,7 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["TIME"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SRC_COLOR"] = ShaderLanguage::TYPE_VEC4; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["POSITION"] = ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["POSITION"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMAL"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMALMAP"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT; @@ -150,7 +150,7 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["POINT_COORD"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["TIME"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["POSITION"] = ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["POSITION"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["NORMAL"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["UV"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["COLOR"] = ShaderLanguage::TYPE_VEC4; |
