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-rw-r--r--servers/rendering/shader_types.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index a363055a99..b2fa0ea9d2 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -124,7 +124,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["UV2"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["PREMULT_ALPHA_FACTOR"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["PREMUL_ALPHA_FACTOR"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["METALLIC"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SPECULAR"] = ShaderLanguage::TYPE_FLOAT;
@@ -209,7 +209,7 @@ ShaderTypes::ShaderTypes() {
// spatial render modes
{
- shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("blend"), "mix", "add", "sub", "mul", "premult_alpha" });
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("blend"), "mix", "add", "sub", "mul", "premul_alpha" });
shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("depth_draw"), "opaque", "always", "never" });
shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("depth_prepass_alpha") });
shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("depth_test_disabled") });