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Diffstat (limited to 'servers/visual/shader_types.cpp')
-rw-r--r--servers/visual/shader_types.cpp12
1 files changed, 8 insertions, 4 deletions
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp
index 9c7c97ffe5..5cd5f0b7bb 100644
--- a/servers/visual/shader_types.cpp
+++ b/servers/visual/shader_types.cpp
@@ -72,11 +72,13 @@ ShaderTypes::ShaderTypes() {
//builtins
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["WORLD_NORMAL_MATRIX"] = ShaderLanguage::TYPE_MAT3;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_MATRIX"] = ShaderLanguage::TYPE_MAT4;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_MATRIX"] = ShaderLanguage::TYPE_MAT4;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_NORMAL_MATRIX"] = ShaderLanguage::TYPE_MAT3;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
@@ -114,11 +116,11 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_SCISSOR"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_NORMAL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT3);
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
@@ -162,15 +164,17 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_draw_opaque");
shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_draw_always");
shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_draw_never");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_draw_alpha_prepass");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_test_disable");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_prepass_alpha");
+
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_test_disabled");
shader_modes[VS::SHADER_SPATIAL].modes.push_back("cull_back");
shader_modes[VS::SHADER_SPATIAL].modes.push_back("cull_front");
shader_modes[VS::SHADER_SPATIAL].modes.push_back("cull_disabled");
shader_modes[VS::SHADER_SPATIAL].modes.push_back("unshaded");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("wireframe");
shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_lambert");
shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_lambert_wrap");