diff options
Diffstat (limited to 'servers/rendering/shader_types.cpp')
-rw-r--r-- | servers/rendering/shader_types.cpp | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp index de396cd18b..f498c0bf93 100644 --- a/servers/rendering/shader_types.cpp +++ b/servers/rendering/shader_types.cpp @@ -97,6 +97,7 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_NORMAL_MATRIX"] = ShaderLanguage::TYPE_MAT3; 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["CLIP_SPACE_FAR"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MAIN_CAM_INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NODE_POSITION_WORLD"] = constt(ShaderLanguage::TYPE_VEC3); @@ -159,6 +160,7 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["EYE_OFFSET"] = constt(ShaderLanguage::TYPE_VEC3); 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["CLIP_SPACE_FAR"] = constt(ShaderLanguage::TYPE_FLOAT); 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); @@ -202,6 +204,7 @@ ShaderTypes::ShaderTypes() { 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; shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL); + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["CLIP_SPACE_FAR"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT; shader_modes[RS::SHADER_SPATIAL].functions["light"].can_discard = true; |