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Enables 'fma' for GLES2

Yuri Roubinsky 5 years ago
parent
commit
3eeb272b2e
2 changed files with 13 additions and 13 deletions
  1. 9 9
      scene/resources/visual_shader_nodes.h
  2. 4 4
      servers/rendering/shader_language.cpp

+ 9 - 9
scene/resources/visual_shader_nodes.h

@@ -2012,22 +2012,22 @@ protected:
 	static void _bind_methods();
 
 public:
-	virtual String get_caption() const;
+	virtual String get_caption() const override;
 
-	virtual int get_input_port_count() const;
-	virtual PortType get_input_port_type(int p_port) const;
-	virtual String get_input_port_name(int p_port) const;
+	virtual int get_input_port_count() const override;
+	virtual PortType get_input_port_type(int p_port) const override;
+	virtual String get_input_port_name(int p_port) const override;
 
-	virtual int get_output_port_count() const;
-	virtual PortType get_output_port_type(int p_port) const;
-	virtual String get_output_port_name(int p_port) const;
+	virtual int get_output_port_count() const override;
+	virtual PortType get_output_port_type(int p_port) const override;
+	virtual String get_output_port_name(int p_port) const override;
 
-	virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+	virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
 
 	void set_type(Type p_type);
 	Type get_type() const;
 
-	virtual Vector<StringName> get_editable_properties() const;
+	virtual Vector<StringName> get_editable_properties() const override;
 
 	VisualShaderNodeMultiplyAdd();
 };

+ 4 - 4
servers/rendering/shader_language.cpp

@@ -2137,10 +2137,10 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
 
 	// modern functions
 
-	{ "fma", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
-	{ "fma", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
-	{ "fma", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
-	{ "fma", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
+	{ "fma", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
+	{ "fma", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
+	{ "fma", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
+	{ "fma", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
 
 	{ nullptr, TYPE_VOID, { TYPE_VOID }, TAG_GLOBAL, false }