diff options
Diffstat (limited to 'servers/visual/shader_types.cpp')
-rw-r--r-- | servers/visual/shader_types.cpp | 12 |
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"); |