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@@ -76,12 +76,12 @@ ShaderTypes::ShaderTypes() {
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shader_modes[RS::SHADER_SPATIAL].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
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shader_modes[RS::SHADER_SPATIAL].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
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shader_modes[RS::SHADER_SPATIAL].functions["global"].built_ins["EXPOSURE"] = constt(ShaderLanguage::TYPE_FLOAT);
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shader_modes[RS::SHADER_SPATIAL].functions["global"].built_ins["EXPOSURE"] = constt(ShaderLanguage::TYPE_FLOAT);
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+ shader_modes[RS::SHADER_SPATIAL].functions["global"].built_ins["IN_SHADOW_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
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shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["PI"] = constvt(ShaderLanguage::TYPE_FLOAT, { pi_scalar });
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shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["PI"] = constvt(ShaderLanguage::TYPE_FLOAT, { pi_scalar });
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shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["TAU"] = constvt(ShaderLanguage::TYPE_FLOAT, { tau_scalar });
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shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["TAU"] = constvt(ShaderLanguage::TYPE_FLOAT, { tau_scalar });
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shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["E"] = constvt(ShaderLanguage::TYPE_FLOAT, { e_scalar });
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shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["E"] = constvt(ShaderLanguage::TYPE_FLOAT, { e_scalar });
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shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
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shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
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shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["CLIP_SPACE_FAR"] = constt(ShaderLanguage::TYPE_FLOAT);
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shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["CLIP_SPACE_FAR"] = constt(ShaderLanguage::TYPE_FLOAT);
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- shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["IN_SHADOW_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
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shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
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