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path: root/servers/visual/shader_types.cpp
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Diffstat (limited to 'servers/visual/shader_types.cpp')
-rw-r--r--servers/visual/shader_types.cpp13
1 files changed, 4 insertions, 9 deletions
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp
index 1a01a1902..767d11bc8 100644
--- a/servers/visual/shader_types.cpp
+++ b/servers/visual/shader_types.cpp
@@ -58,8 +58,8 @@ ShaderTypes::ShaderTypes()
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMAL"]=ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALBEDO"]=ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALPHA"]=ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["METAL"]=ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ROUGH"]=ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECULAR"]=ShaderLanguage::TYPE_VEC3;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ROUGHNESS"]=ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["EMISSION"]=ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECIAL"]=ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["DISCARD"]=ShaderLanguage::TYPE_BOOL;
@@ -77,10 +77,6 @@ ShaderTypes::ShaderTypes()
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("special_glow");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("special_subsurf");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("special_specular");
-
shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_opaque");
shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_always");
shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_never");
@@ -90,12 +86,10 @@ ShaderTypes::ShaderTypes()
shader_modes[VS::SHADER_SPATIAL].modes.insert("cull_back");
shader_modes[VS::SHADER_SPATIAL].modes.insert("cull_disable");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("lightmap_on_uv2");
shader_modes[VS::SHADER_SPATIAL].modes.insert("unshaded");
shader_modes[VS::SHADER_SPATIAL].modes.insert("ontop");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("vertex_model_space");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("vertex_camera_space");
+ shader_modes[VS::SHADER_SPATIAL].modes.insert("skip_transform");
/************ CANVAS ITEM **************************/
@@ -158,4 +152,5 @@ ShaderTypes::ShaderTypes()
+
}