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authorreduz <reduzio@gmail.com>2021-04-13 17:01:43 -0300
committerreduz <reduzio@gmail.com>2021-04-14 11:37:52 -0300
commitd3b49c416ab0f2009bb41a035f8171726f892cce (patch)
tree12b9832f1840a72c886680cadd55a7b6bcf74cd3 /editor/plugins/visual_shader_editor_plugin.cpp
parent8ce0fb0a946455ed6a7bc8a54fcf90a9d5a9ae4d (diff)
downloadredot-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.cpp2
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);