Merge dbe366a830
into a5015b6390
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commit
1f66f3bdcc
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@ -522,6 +522,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
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actions.renames["COLOR"] = "color_interp";
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actions.renames["POINT_SIZE"] = "gl_PointSize";
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actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
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actions.renames["VERTEX_ID"] = "gl_VertexIndex";
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actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold";
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actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale";
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@ -510,6 +510,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
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actions.renames["COLOR"] = "color_interp";
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actions.renames["POINT_SIZE"] = "gl_PointSize";
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actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
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actions.renames["VERTEX_ID"] = "gl_VertexIndex";
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actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold";
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actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale";
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@ -2378,6 +2378,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
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actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";
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actions.renames["FRAGCOORD"] = "gl_FragCoord";
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actions.renames["POINT_COORD"] = "gl_PointCoord";
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actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
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actions.renames["VERTEX_ID"] = "gl_VertexIndex";
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actions.renames["LIGHT_POSITION"] = "light_position";
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actions.renames["LIGHT_COLOR"] = "light_color";
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@ -74,6 +74,7 @@ ShaderTypes::ShaderTypes() {
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shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_ID"] = constt(ShaderLanguage::TYPE_INT);
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shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
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shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX_ID"] = constt(ShaderLanguage::TYPE_INT);
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shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["BONE_INDICES"] = ShaderLanguage::TYPE_UVEC4;
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shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["BONE_WEIGHTS"] = ShaderLanguage::TYPE_VEC4;
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@ -254,6 +255,8 @@ ShaderTypes::ShaderTypes() {
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shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["CANVAS_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
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shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["SCREEN_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
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shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
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shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_ID"] = constt(ShaderLanguage::TYPE_INT);
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shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX_ID"] = constt(ShaderLanguage::TYPE_INT);
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shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
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shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].can_discard = false;
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