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authorJuan Linietsky <reduzio@gmail.com>2014-06-27 23:21:45 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-06-27 23:21:45 -0300
commit2af2a84a03fd707cfa4c682aff34d722343d8985 (patch)
tree50d064e8bba7d5efb5974e3fa3a67e076fb5ef8b /drivers/gles2/shader_gles2.h
parent1cc96a4d7440d9e8a20f7dbf17cf5771170de83d (diff)
downloadredot-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.h4
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);