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Fixes to light shaders, should work now..

Juan Linietsky 8 years ago
parent
commit
4f39ce32b9

+ 7 - 0
drivers/gles3/shader_compiler_gles3.cpp

@@ -798,6 +798,13 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
 	actions[VS::SHADER_SPATIAL].renames["SIDE"] = "side";
 	actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
 
+	//for light
+	actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view";
+	actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
+	actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
+	actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
+	actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
+
 	actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
 	actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
 	actions[VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";

+ 4 - 0
drivers/gles3/shaders/scene.glsl

@@ -894,6 +894,10 @@ void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 at
 #if defined(USE_LIGHT_SHADER_CODE)
 //light is written by the light shader
 
+	vec3 normal = N;
+	vec3 albedo = diffuse_color;
+	vec3 light = L;
+	vec3 view = V;
 
 LIGHT_SHADER_CODE
 

+ 0 - 2
servers/visual/shader_language.cpp

@@ -1745,8 +1745,6 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
 	{ "textureGrad", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID } },
 	{ "textureGrad", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID } },
 
-	{ "textureScreen", TYPE_VEC4, { TYPE_VEC2, TYPE_VOID } },
-
 	{ "dFdx", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID } },
 	{ "dFdx", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID } },
 	{ "dFdx", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID } },

+ 20 - 0
servers/visual/shader_types.cpp

@@ -122,6 +122,26 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEWPORT_SIZE"] = ShaderLanguage::TYPE_VEC2;
 	shader_modes[VS::SHADER_SPATIAL].functions["fragment"].can_discard = true;
 
+	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
+	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_CAMERA_MATRIX"] = ShaderLanguage::TYPE_MAT4;
+	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
+	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
+	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT;
+	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEWPORT_SIZE"] = ShaderLanguage::TYPE_VEC2;
+
+	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
+	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEW"] = ShaderLanguage::TYPE_VEC3;
+	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT"] = ShaderLanguage::TYPE_VEC3;
+	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_COLOR"] = ShaderLanguage::TYPE_VEC3;
+	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ATTENUATION"] = ShaderLanguage::TYPE_VEC3;
+	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3;
+	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["TRANSMISSION"] = ShaderLanguage::TYPE_VEC3;
+	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
+	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["DIFFUSE_LIGHT"] = ShaderLanguage::TYPE_VEC3;
+	shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3;
+
+	shader_modes[VS::SHADER_SPATIAL].functions["light"].can_discard = true;
+
 	shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_mix");
 	shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_add");
 	shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_sub");