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| author | Rémi Verschelde <rverschelde@gmail.com> | 2022-12-05 00:05:39 +0100 |
|---|---|---|
| committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-12-05 00:05:39 +0100 |
| commit | 5efa25496480aa521f4803821e215bfc9a24149a (patch) | |
| tree | 4b5a73d3b8dfb13b830f36ca215b2725f7def140 /servers/rendering/shader_types.cpp | |
| parent | 92b5e616ae3ad30d34854f9525275530d0559f0f (diff) | |
| parent | 1b09fd5410d313a422fa37ce7eff53daea7bf6a3 (diff) | |
| download | redot-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.cpp | 2 |
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); |
