diff options
author | Juan Linietsky <reduzio@gmail.com> | 2017-06-05 22:33:01 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2017-06-05 22:34:32 -0300 |
commit | 0fb99306ff747072dfabceeeba27ca4432b9aa49 (patch) | |
tree | 72d991ed7962b550d4ef0d52a8c2d4702ff46e41 /drivers/gles3/shader_compiler_gles3.cpp | |
parent | b21e68c8bc0168120ded326259d021d394a9d7bf (diff) | |
download | redot-engine-0fb99306ff747072dfabceeeba27ca4432b9aa49.tar.gz |
-working SCREEN_TEXTURE, SCREEN_UV shader variables
-Added refraction support for default material
-Enabled BCS adjustments, as well as color correction.
Diffstat (limited to 'drivers/gles3/shader_compiler_gles3.cpp')
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 5ad2ae7362..4f741c6b7a 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -745,6 +745,9 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { //actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2; actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord"; actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom"; + actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv"; + actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture"; + actions[VS::SHADER_SPATIAL].renames["SIDE"] = "side"; actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n"; actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT"; @@ -763,6 +766,8 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n"; actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n"; + actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; + actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength"; |