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@@ -66,6 +66,7 @@ ShaderTypes::ShaderTypes() {
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_ID"] = constt(ShaderLanguage::TYPE_INT);
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
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+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX_ID"] = constt(ShaderLanguage::TYPE_INT);
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].can_discard = false;
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@@ -153,7 +154,6 @@ ShaderTypes::ShaderTypes() {
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shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
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shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
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-
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shader_modes[VS::SHADER_SPATIAL].functions["light"].can_discard = true;
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//order used puts first enum mode (default) first
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@@ -213,6 +213,8 @@ ShaderTypes::ShaderTypes() {
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
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+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_ID"] = constt(ShaderLanguage::TYPE_INT);
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+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX_ID"] = constt(ShaderLanguage::TYPE_INT);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].can_discard = false;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
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