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Prevent changing some built-ins in spatial shaders

Yuri Rubinsky 1 年之前
父節點
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3d2b70c1ec
共有 1 個文件被更改,包括 16 次插入16 次删除
  1. 16 16
      servers/rendering/shader_types.cpp

+ 16 - 16
servers/rendering/shader_types.cpp

@@ -77,12 +77,12 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
 	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX_ID"] = constt(ShaderLanguage::TYPE_INT);
 	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
-	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["BONE_INDICES"] = ShaderLanguage::TYPE_UVEC4;
-	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["BONE_WEIGHTS"] = ShaderLanguage::TYPE_VEC4;
-	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM0"] = ShaderLanguage::TYPE_VEC4;
-	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM1"] = ShaderLanguage::TYPE_VEC4;
-	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM2"] = ShaderLanguage::TYPE_VEC4;
-	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM3"] = ShaderLanguage::TYPE_VEC4;
+	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["BONE_INDICES"] = constt(ShaderLanguage::TYPE_UVEC4);
+	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["BONE_WEIGHTS"] = constt(ShaderLanguage::TYPE_VEC4);
+	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM0"] = constt(ShaderLanguage::TYPE_VEC4);
+	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM1"] = constt(ShaderLanguage::TYPE_VEC4);
+	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM2"] = constt(ShaderLanguage::TYPE_VEC4);
+	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM3"] = constt(ShaderLanguage::TYPE_VEC4);
 	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].can_discard = false;
 	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].main_function = true;
 
@@ -99,11 +99,11 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
 	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MAIN_CAM_INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
 
-	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NODE_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3;
-	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3;
-	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_DIRECTION_WORLD"] = ShaderLanguage::TYPE_VEC3;
-	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_VISIBLE_LAYERS"] = ShaderLanguage::TYPE_UINT;
-	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NODE_POSITION_VIEW"] = ShaderLanguage::TYPE_VEC3;
+	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NODE_POSITION_WORLD"] = constt(ShaderLanguage::TYPE_VEC3);
+	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_POSITION_WORLD"] = constt(ShaderLanguage::TYPE_VEC3);
+	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_DIRECTION_WORLD"] = constt(ShaderLanguage::TYPE_VEC3);
+	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_VISIBLE_LAYERS"] = constt(ShaderLanguage::TYPE_UINT);
+	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NODE_POSITION_VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
 
 	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_INDEX"] = constt(ShaderLanguage::TYPE_INT);
 	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_MONO_LEFT"] = constt(ShaderLanguage::TYPE_INT);
@@ -147,11 +147,11 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
 	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
 
-	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NODE_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3;
-	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3;
-	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_DIRECTION_WORLD"] = ShaderLanguage::TYPE_VEC3;
-	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_VISIBLE_LAYERS"] = ShaderLanguage::TYPE_UINT;
-	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NODE_POSITION_VIEW"] = ShaderLanguage::TYPE_VEC3;
+	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NODE_POSITION_WORLD"] = constt(ShaderLanguage::TYPE_VEC3);
+	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_POSITION_WORLD"] = constt(ShaderLanguage::TYPE_VEC3);
+	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_DIRECTION_WORLD"] = constt(ShaderLanguage::TYPE_VEC3);
+	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_VISIBLE_LAYERS"] = constt(ShaderLanguage::TYPE_UINT);
+	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NODE_POSITION_VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
 
 	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_INDEX"] = constt(ShaderLanguage::TYPE_INT);
 	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_MONO_LEFT"] = constt(ShaderLanguage::TYPE_INT);