aboutsummaryrefslogtreecommitdiff
path: root/servers
diff options
context:
space:
mode:
authorPedro J. Estébanez2017-03-08 02:07:59 +0100
committerPedro J. Estébanez2017-03-08 02:07:59 +0100
commit5ff0924a93ab6eeccfd93367b622df970a3d64af (patch)
treeac4a8e02c1ae6e36606558ecf69cfc1109e1102d /servers
parent616334311875da66e1a28a4d92efa1df245815c9 (diff)
downloadgodot-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.cpp4
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;