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author | Rémi Verschelde <rverschelde@gmail.com> | 2019-09-19 20:03:04 +0200 |
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committer | GitHub <noreply@github.com> | 2019-09-19 20:03:04 +0200 |
commit | 28265fb52639067d11e392c808f5f28d120674e4 (patch) | |
tree | 1eed99c37f037077e89fa41b95adcac209fab8e0 /drivers/gles3/shader_compiler_gles3.cpp | |
parent | fae14153f708098165bc90c69aebdf96c0ef8ac3 (diff) | |
parent | b8358680670efd75a1a91ea516d1316e2c3fad18 (diff) | |
download | redot-engine-28265fb52639067d11e392c808f5f28d120674e4.tar.gz |
Merge pull request #31202 from azagaya/light-data
Create shadow_vec for altering shadow computation
Diffstat (limited to 'drivers/gles3/shader_compiler_gles3.cpp')
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 3f21be8dd3..7499962da3 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -941,6 +941,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv"; actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light"; actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color"; + actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_VEC"] = "shadow_vec"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; @@ -949,6 +950,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; + actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_VEC"] = "#define SHADOW_VEC_USED\n"; actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; /** SPATIAL SHADER **/ |