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-rw-r--r--servers/rendering/shader_types.cpp8
1 files changed, 6 insertions, 2 deletions
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index 78fa2c2690..de69fea16f 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -108,7 +108,11 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY_FLOW"] = ShaderLanguage::TYPE_VEC2;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["TRANSMISSION"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_COLOR"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_CURVE"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_BOOST"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["BACKLIGHT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["AO"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["AO_LIGHT_AFFECT"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["EMISSION"] = ShaderLanguage::TYPE_VEC3;
@@ -145,7 +149,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ATTENUATION"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ALBEDO"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["TRANSMISSION"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["BACKLIGHT"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ROUGHNESS"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["DIFFUSE_LIGHT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3;