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author | Juan Linietsky <reduzio@gmail.com> | 2014-06-27 23:21:45 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2014-06-27 23:21:45 -0300 |
commit | 2af2a84a03fd707cfa4c682aff34d722343d8985 (patch) | |
tree | 50d064e8bba7d5efb5974e3fa3a67e076fb5ef8b /drivers/gles2/shader_gles2.h | |
parent | 1cc96a4d7440d9e8a20f7dbf17cf5771170de83d (diff) | |
download | redot-engine-2af2a84a03fd707cfa4c682aff34d722343d8985.tar.gz |
Misc Fixes
==========
-NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk)
-WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store
-Feaures in the new tutorials are all present in the sourcecode
-This (hopefully) should get rid of the animation list order getting corrupted
-Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing?
-In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource
-Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
Diffstat (limited to 'drivers/gles2/shader_gles2.h')
-rw-r--r-- | drivers/gles2/shader_gles2.h | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h index 17d893e349..9cd6142eb0 100644 --- a/drivers/gles2/shader_gles2.h +++ b/drivers/gles2/shader_gles2.h @@ -98,6 +98,7 @@ private: String vertex_globals; String fragment; String fragment_globals; + String light; uint32_t version; Vector<StringName> custom_uniforms; Vector<const char*> custom_defines; @@ -157,6 +158,7 @@ private: CharString fragment_code0; CharString fragment_code1; CharString fragment_code2; + CharString fragment_code3; CharString vertex_code0; CharString vertex_code1; @@ -292,7 +294,7 @@ public: void clear_caches(); uint32_t create_custom_shader(); - void set_custom_shader_code(uint32_t p_id,const String& p_vertex, const String& p_vertex_globals,const String& p_fragment, const String& p_fragment_globals,const Vector<StringName>& p_uniforms,const Vector<const char*> &p_custom_defines); + void set_custom_shader_code(uint32_t p_id,const String& p_vertex, const String& p_vertex_globals,const String& p_fragment,const String& p_p_light,const String& p_fragment_globals,const Vector<StringName>& p_uniforms,const Vector<const char*> &p_custom_defines); void set_custom_shader(uint32_t p_id); void free_custom_shader(uint32_t p_id); |