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Merge pull request #37167 from Chaosus/shader_fix

Removed old TIME references from shader_types
Yuri Roubinsky 5 years ago
parent
commit
1a532d53cc
1 changed files with 0 additions and 7 deletions
  1. 0 7
      servers/visual/shader_types.cpp

+ 0 - 7
servers/visual/shader_types.cpp

@@ -81,7 +81,6 @@ ShaderTypes::ShaderTypes() {
 	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);
 
@@ -127,7 +126,6 @@ ShaderTypes::ShaderTypes() {
 	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);
 	shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
-	shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
 	shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
 	shader_modes[VS::SHADER_SPATIAL].functions["fragment"].can_discard = true;
 
@@ -136,7 +134,6 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
 	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
 	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
-	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
 	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
 
 	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
@@ -212,7 +209,6 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["CANVAS_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["SCREEN_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
-	shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
@@ -235,7 +231,6 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
-	shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].can_discard = true;
@@ -254,7 +249,6 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
-	shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].can_discard = true;
 
 	shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("skip_vertex_transform");
@@ -279,7 +273,6 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["RESTART"] = constt(ShaderLanguage::TYPE_BOOL);
 	shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
 	shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
-	shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
 	shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT);
 	shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT);
 	shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT);