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-rw-r--r--servers/rendering/shader_types.cpp24
1 files changed, 12 insertions, 12 deletions
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index 9ea98dc593..f0785d4042 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -86,10 +86,10 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].main_function = true;
//builtins
- shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["WORLD_NORMAL_MATRIX"] = ShaderLanguage::TYPE_MAT3;
- shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODEL_MATRIX"] = ShaderLanguage::TYPE_MAT4;
+ shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODEL_NORMAL_MATRIX"] = ShaderLanguage::TYPE_MAT3;
+ shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_MATRIX"] = ShaderLanguage::TYPE_MAT4;
@@ -145,10 +145,10 @@ ShaderTypes::ShaderTypes() {
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);
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_NORMAL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT3);
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["MODEL_NORMAL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT3);
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
@@ -163,9 +163,9 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_ANTIALIASING_EDGE"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_TEXTURE_COORDINATE"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
@@ -227,7 +227,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["CANVAS_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["SCREEN_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);