Kaynağa Gözat

Merge pull request #17421 from Chaosus/fixshaderbugs

Fix few bugs in shader definitions
Juan Linietsky 7 yıl önce
ebeveyn
işleme
8a5fb669ae

+ 3 - 3
drivers/gles2/shader_compiler_gles2.cpp

@@ -872,9 +872,9 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
 	actions[VS::SHADER_PARTICLES].renames["EMISSION_TRANSFORM"] = "emission_transform";
 	actions[VS::SHADER_PARTICLES].renames["RANDOM_SEED"] = "random_seed";
 
-	actions[VS::SHADER_SPATIAL].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
-	actions[VS::SHADER_SPATIAL].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
-	actions[VS::SHADER_SPATIAL].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
+	actions[VS::SHADER_PARTICLES].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
+	actions[VS::SHADER_PARTICLES].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
+	actions[VS::SHADER_PARTICLES].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
 
 	vertex_name = "vertex";
 	fragment_name = "fragment";

+ 1 - 3
servers/visual/shader_types.cpp

@@ -218,9 +218,8 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_HEIGHT"] = ShaderLanguage::TYPE_FLOAT;
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_COLOR"] = ShaderLanguage::TYPE_VEC4;
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_UV"] = ShaderLanguage::TYPE_VEC2;
-	shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_SHADOW"] = ShaderLanguage::TYPE_VEC4;
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT"] = ShaderLanguage::TYPE_VEC4;
-	shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SHADOW"] = ShaderLanguage::TYPE_VEC4;
+	shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SHADOW_COLOR"] = ShaderLanguage::TYPE_VEC4;
 	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;
@@ -254,7 +253,6 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT);
 	shader_modes[VS::SHADER_PARTICLES].functions["vertex"].can_discard = false;
 
-	shader_modes[VS::SHADER_PARTICLES].modes.insert("billboard");
 	shader_modes[VS::SHADER_PARTICLES].modes.insert("disable_force");
 	shader_modes[VS::SHADER_PARTICLES].modes.insert("disable_velocity");
 	shader_modes[VS::SHADER_PARTICLES].modes.insert("keep_data");