diff options
author | ywmaa <ywmaa.personal@gmail.com> | 2023-10-15 03:48:52 +0300 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2024-09-29 00:36:09 +0200 |
commit | 0a9ad8f9de825a14d112d9ebd0674a9c82f56e12 (patch) | |
tree | 38101f70d58a0f69b12b8c11eb068833fe4bc356 /servers/rendering_server.cpp | |
parent | 76a135926aef1f02f27e4e09093787f2c670956d (diff) | |
download | redot-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.cpp | 3 |
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); |