summaryrefslogtreecommitdiffstats
path: root/servers/visual/shader_types.cpp
diff options
context:
space:
mode:
authorRémi Verschelde <rverschelde@gmail.com>2018-10-11 17:31:50 +0200
committerGitHub <noreply@github.com>2018-10-11 17:31:50 +0200
commit8b56ea31385ed8ec2ba6afde7592146e1664613d (patch)
tree3fee4ff6d56f721e00d81667bf3bf85b8519333c /servers/visual/shader_types.cpp
parent5c402e75bc1949d8f48d75b485811516ca25410f (diff)
parentac04e14a51c3146d4e8dd4fc61e67fa4b32981ba (diff)
downloadredot-engine-8b56ea31385ed8ec2ba6afde7592146e1664613d.tar.gz
Merge pull request #22800 from QbieShay/depth_write
Added the ability to write to gl_FragDepth.
Diffstat (limited to 'servers/visual/shader_types.cpp')
-rw-r--r--servers/visual/shader_types.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp
index 57e8d86468..69acf52e17 100644
--- a/servers/visual/shader_types.cpp
+++ b/servers/visual/shader_types.cpp
@@ -109,6 +109,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["EMISSION"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_SCISSOR"] = ShaderLanguage::TYPE_FLOAT;