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author | reduz <reduzio@gmail.com> | 2021-04-13 17:01:43 -0300 |
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committer | reduz <reduzio@gmail.com> | 2021-04-14 11:37:52 -0300 |
commit | d3b49c416ab0f2009bb41a035f8171726f892cce (patch) | |
tree | 12b9832f1840a72c886680cadd55a7b6bcf74cd3 /editor/plugins/visual_shader_editor_plugin.cpp | |
parent | 8ce0fb0a946455ed6a7bc8a54fcf90a9d5a9ae4d (diff) | |
download | redot-engine-d3b49c416ab0f2009bb41a035f8171726f892cce.tar.gz |
Refactor GLSL shader compilation
-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
Diffstat (limited to 'editor/plugins/visual_shader_editor_plugin.cpp')
-rw-r--r-- | editor/plugins/visual_shader_editor_plugin.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp index b2fa9c540e..e5b8dfd464 100644 --- a/editor/plugins/visual_shader_editor_plugin.cpp +++ b/editor/plugins/visual_shader_editor_plugin.cpp @@ -3398,7 +3398,7 @@ void VisualShaderEditor::_update_preview() { ShaderLanguage sl; - Error err = sl.compile(code, ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(visual_shader->get_mode())), ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(visual_shader->get_mode())), ShaderTypes::get_singleton()->get_types(), _get_global_variable_type); + Error err = sl.compile(code, ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(visual_shader->get_mode())), ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(visual_shader->get_mode())), ShaderLanguage::VaryingFunctionNames(), ShaderTypes::get_singleton()->get_types(), _get_global_variable_type); for (int i = 0; i < preview_text->get_line_count(); i++) { preview_text->set_line_as_marked(i, false); |