diff options
Diffstat (limited to 'servers/rendering/shader_types.cpp')
-rw-r--r-- | servers/rendering/shader_types.cpp | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp index 35f1b05796..c4e7511374 100644 --- a/servers/rendering/shader_types.cpp +++ b/servers/rendering/shader_types.cpp @@ -92,6 +92,10 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL); + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_INDEX"] = constt(ShaderLanguage::TYPE_INT); + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_MONO_LEFT"] = constt(ShaderLanguage::TYPE_INT); + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_RIGHT"] = constt(ShaderLanguage::TYPE_INT); + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VERTEX"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["FRONT_FACING"] = constt(ShaderLanguage::TYPE_BOOL); @@ -131,6 +135,10 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2); + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_INDEX"] = constt(ShaderLanguage::TYPE_INT); + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_MONO_LEFT"] = constt(ShaderLanguage::TYPE_INT); + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_RIGHT"] = constt(ShaderLanguage::TYPE_INT); + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); |