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authorRémi Verschelde <rverschelde@gmail.com>2022-12-05 00:05:39 +0100
committerRémi Verschelde <rverschelde@gmail.com>2022-12-05 00:05:39 +0100
commit5efa25496480aa521f4803821e215bfc9a24149a (patch)
tree4b5a73d3b8dfb13b830f36ca215b2725f7def140 /servers/rendering/shader_types.cpp
parent92b5e616ae3ad30d34854f9525275530d0559f0f (diff)
parent1b09fd5410d313a422fa37ce7eff53daea7bf6a3 (diff)
downloadredot-engine-5efa25496480aa521f4803821e215bfc9a24149a.tar.gz
Merge pull request #67387 from NumbuhFour/cam_vis_layers_shader_var
Implement CAMERA_VISIBLE_LAYERS as built-in shader variable
Diffstat (limited to 'servers/rendering/shader_types.cpp')
-rw-r--r--servers/rendering/shader_types.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index 5e1da7c15d..86dd6a8b7e 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -100,6 +100,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NODE_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_DIRECTION_WORLD"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_VISIBLE_LAYERS"] = ShaderLanguage::TYPE_UINT;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NODE_POSITION_VIEW"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_INDEX"] = constt(ShaderLanguage::TYPE_INT);
@@ -147,6 +148,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NODE_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_DIRECTION_WORLD"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_VISIBLE_LAYERS"] = ShaderLanguage::TYPE_UINT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NODE_POSITION_VIEW"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_INDEX"] = constt(ShaderLanguage::TYPE_INT);