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Diffstat (limited to 'servers/visual/visual_server_wrap_mt.h')
-rw-r--r--servers/visual/visual_server_wrap_mt.h15
1 files changed, 7 insertions, 8 deletions
diff --git a/servers/visual/visual_server_wrap_mt.h b/servers/visual/visual_server_wrap_mt.h
index f807a4b3a9..d577ca0c59 100644
--- a/servers/visual/visual_server_wrap_mt.h
+++ b/servers/visual/visual_server_wrap_mt.h
@@ -647,9 +647,10 @@ public:
FUNC1R(RID,shader_create,ShaderMode);
FUNC2(shader_set_mode,RID,ShaderMode);
FUNC1RC(ShaderMode,shader_get_mode,RID);
- FUNC5(shader_set_code,RID,const String&,const String&,int,int);
+ FUNC7(shader_set_code,RID,const String&,const String&,const String&,int,int,int);
FUNC1RC(String,shader_get_vertex_code,RID);
FUNC1RC(String,shader_get_fragment_code,RID);
+ FUNC1RC(String,shader_get_light_code,RID);
FUNC2SC(shader_get_param_list,RID,List<PropertyInfo>*);
/*virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) {
@@ -675,11 +676,8 @@ public:
FUNC3(material_set_flag,RID,MaterialFlag,bool);
FUNC2RC(bool,material_get_flag,RID,MaterialFlag);
- FUNC3(material_set_hint,RID,MaterialHint,bool);
- FUNC2RC(bool,material_get_hint,RID,MaterialHint);
-
- FUNC2(material_set_shade_model,RID,MaterialShadeModel);
- FUNC1RC(MaterialShadeModel,material_get_shade_model,RID);
+ FUNC2(material_set_depth_draw_mode,RID,MaterialDepthDrawMode);
+ FUNC1RC(MaterialDepthDrawMode,material_get_depth_draw_mode,RID);
FUNC2(material_set_blend_mode,RID,MaterialBlendMode);
FUNC1RC(MaterialBlendMode,material_get_blend_mode,RID);
@@ -701,13 +699,14 @@ public:
FUNC3(fixed_material_set_texture,RID ,FixedMaterialParam, RID );
FUNC2RC(RID, fixed_material_get_texture,RID,FixedMaterialParam);
- FUNC2(fixed_material_set_detail_blend_mode,RID ,MaterialBlendMode );
- FUNC1RC(MaterialBlendMode, fixed_material_get_detail_blend_mode,RID);
FUNC3(fixed_material_set_texcoord_mode,RID,FixedMaterialParam, FixedMaterialTexCoordMode );
FUNC2RC(FixedMaterialTexCoordMode, fixed_material_get_texcoord_mode,RID,FixedMaterialParam);
+ FUNC2(fixed_material_set_light_shader,RID,FixedMaterialLightShader);
+ FUNC1RC(FixedMaterialLightShader, fixed_material_get_light_shader,RID);
+
FUNC2(fixed_material_set_uv_transform,RID,const Transform&);
FUNC1RC(Transform, fixed_material_get_uv_transform,RID);