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authorywmaa <ywmaa.personal@gmail.com>2023-10-15 03:48:52 +0300
committerRémi Verschelde <rverschelde@gmail.com>2024-09-29 00:36:09 +0200
commit0a9ad8f9de825a14d112d9ebd0674a9c82f56e12 (patch)
tree38101f70d58a0f69b12b8c11eb068833fe4bc356 /servers/rendering_server.cpp
parent76a135926aef1f02f27e4e09093787f2c670956d (diff)
downloadredot-engine-0a9ad8f9de825a14d112d9ebd0674a9c82f56e12.tar.gz
Implement vertex shading
This adds support in all backends, but the Compatibility renderer works the best. Mobile and Forward+ can only support one directional light shader (the first in the tree) While the Compatibility renderer supports any number of shadows. Co-authored-by: Clay John <claynjohn@gmail.com>
Diffstat (limited to 'servers/rendering_server.cpp')
-rw-r--r--servers/rendering_server.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 0ad56961c0..5c85080298 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -3580,8 +3580,7 @@ void RenderingServer::init() {
GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/global_illumination/voxel_gi/quality", PROPERTY_HINT_ENUM, "Low (4 Cones - Fast),High (6 Cones - Slow)"), 0);
- GLOBAL_DEF("rendering/shading/overrides/force_vertex_shading", false);
- GLOBAL_DEF("rendering/shading/overrides/force_vertex_shading.mobile", true);
+ GLOBAL_DEF_RST("rendering/shading/overrides/force_vertex_shading", false);
GLOBAL_DEF("rendering/shading/overrides/force_lambert_over_burley", false);
GLOBAL_DEF("rendering/shading/overrides/force_lambert_over_burley.mobile", true);