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authorRémi Verschelde <rverschelde@gmail.com>2020-03-24 19:22:55 +0100
committerGitHub <noreply@github.com>2020-03-24 19:22:55 +0100
commit641c85a54f3f9edcfe6c4f7c65830c60d46dd436 (patch)
tree148d52910079340842ed330e199862b93fdc3f59 /servers/visual/shader_types.cpp
parent6bc1ae8a2c5e69145953a40782a75d52564a57e3 (diff)
parent61c67cd5e15046c3c902e9711e079f210666510f (diff)
downloadredot-engine-641c85a54f3f9edcfe6c4f7c65830c60d46dd436.tar.gz
Merge pull request #37268 from clayjohn/VULKAN-sky-color
Replace subpass textures with color in sky shader
Diffstat (limited to 'servers/visual/shader_types.cpp')
-rw-r--r--servers/visual/shader_types.cpp47
1 files changed, 24 insertions, 23 deletions
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp
index 7307f7527a..041ad799d0 100644
--- a/servers/visual/shader_types.cpp
+++ b/servers/visual/shader_types.cpp
@@ -288,34 +288,35 @@ ShaderTypes::ShaderTypes() {
/************ SKY **************************/
shader_modes[VS::SHADER_SKY].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[VS::SHADER_SKY].functions["global"].built_ins["POSITION"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[VS::SHADER_SKY].functions["global"].built_ins["RADIANCE"] = constt(ShaderLanguage::TYPE_SAMPLERCUBE);
+ shader_modes[VS::SHADER_SKY].functions["global"].built_ins["AT_HALF_RES_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[VS::SHADER_SKY].functions["global"].built_ins["AT_QUARTER_RES_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[VS::SHADER_SKY].functions["global"].built_ins["AT_CUBEMAP_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT0_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT0_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT0_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT0_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT1_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT1_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT1_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT1_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT2_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT2_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT2_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT2_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT3_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT3_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT3_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT3_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
+
shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["EYEDIR"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["SKY_COORDS"] = constt(ShaderLanguage::TYPE_VEC2);
- shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["POSITION"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["HALF_RES_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
- shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["QUARTER_RES_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
- shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["RADIANCE"] = constt(ShaderLanguage::TYPE_SAMPLERCUBE);
- shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["AT_HALF_RES_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["AT_QUARTER_RES_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["AT_CUBEMAP_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["LIGHT0_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["LIGHT0_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["LIGHT0_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT);
- shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["LIGHT0_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["LIGHT1_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["LIGHT1_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["LIGHT1_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT);
- shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["LIGHT1_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["LIGHT2_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["LIGHT2_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["LIGHT2_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT);
- shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["LIGHT2_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["LIGHT3_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["LIGHT3_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["LIGHT3_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT);
- shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["LIGHT3_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["HALF_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
+ shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["QUARTER_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[VS::SHADER_SKY].modes.push_back("use_half_res_pass");
shader_modes[VS::SHADER_SKY].modes.push_back("use_quarter_res_pass");