diff options
Diffstat (limited to 'drivers/gles3/shader_compiler_gles3.cpp')
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 11 |
1 files changed, 10 insertions, 1 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 147357bcd0..5ad2ae7362 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -574,6 +574,7 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener code += _dump_node_code(onode->arguments[2], p_level, r_gen_code, p_actions, p_default_actions); } break; + default: { code = "(" + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions) + ")"; @@ -593,6 +594,10 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener code += _mktab(p_level) + "else\n"; code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions); } + } else if (cfnode->flow_op == SL::FLOW_OP_WHILE) { + + code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions) + ")\n"; + code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions); } else if (cfnode->flow_op == SL::FLOW_OP_RETURN) { @@ -757,12 +762,16 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n"; actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n"; - actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS_MOTION\n"; + actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n"; actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength"; actions[VS::SHADER_SPATIAL].render_mode_defines["skip_default_transform"] = "#define SKIP_TRANSFORM_USED\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_half_lambert"] = "#define DIFFUSE_HALF_LAMBERT\n"; + /* PARTICLES SHADER */ actions[VS::SHADER_PARTICLES].renames["COLOR"] = "out_color"; |