|
@@ -187,6 +187,7 @@ ShaderTypes::ShaderTypes() {
|
|
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
|
|
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
|
|
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["UV2"] = constt(ShaderLanguage::TYPE_VEC2);
|
|
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["UV2"] = constt(ShaderLanguage::TYPE_VEC2);
|
|
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
|
|
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
|
|
|
|
+ shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_AMOUNT"] = constt(ShaderLanguage::TYPE_FLOAT);
|
|
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT"] = constt(ShaderLanguage::TYPE_VEC3);
|
|
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT"] = constt(ShaderLanguage::TYPE_VEC3);
|
|
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
|
|
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
|
|
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_IS_DIRECTIONAL"] = constt(ShaderLanguage::TYPE_BOOL);
|
|
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_IS_DIRECTIONAL"] = constt(ShaderLanguage::TYPE_BOOL);
|