Add more OpenGL Attributes
Co-Authored-By: Johann Meyer <25986904+johannmeyer@users.noreply.github.com> Co-Authored-By: Clay John <claynjohn@gmail.com>
This commit is contained in:
parent
cad93bc691
commit
237f7eeabe
3 changed files with 10 additions and 2 deletions
|
@ -1051,6 +1051,8 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
|
|||
actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord";
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_ID"] = "0";
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX_ID"] = "0";
|
||||
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
|
||||
|
@ -1111,8 +1113,9 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
|
|||
actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
|
||||
actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
|
||||
actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "point_size";
|
||||
// gl_InstanceID is not available in OpenGL ES 2.0
|
||||
// gl_InstanceID and VERTEX_ID is not available in OpenGL ES 2.0
|
||||
actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0";
|
||||
actions[VS::SHADER_SPATIAL].renames["VERTEX_ID"] = "0";
|
||||
|
||||
//builtins
|
||||
|
||||
|
|
|
@ -1128,6 +1128,8 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
|
|||
actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord";
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_ID"] = "gl_InstanceID";
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX_ID"] = "gl_VertexID";
|
||||
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
|
||||
|
@ -1171,6 +1173,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
|
|||
actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
|
||||
actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "point_size";
|
||||
actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "gl_InstanceID";
|
||||
actions[VS::SHADER_SPATIAL].renames["VERTEX_ID"] = "gl_VertexID";
|
||||
|
||||
//builtins
|
||||
|
||||
|
|
|
@ -66,6 +66,7 @@ ShaderTypes::ShaderTypes() {
|
|||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_ID"] = constt(ShaderLanguage::TYPE_INT);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX_ID"] = constt(ShaderLanguage::TYPE_INT);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].can_discard = false;
|
||||
|
||||
|
@ -153,7 +154,6 @@ ShaderTypes::ShaderTypes() {
|
|||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
|
||||
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].can_discard = true;
|
||||
|
||||
//order used puts first enum mode (default) first
|
||||
|
@ -213,6 +213,8 @@ ShaderTypes::ShaderTypes() {
|
|||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_ID"] = constt(ShaderLanguage::TYPE_INT);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX_ID"] = constt(ShaderLanguage::TYPE_INT);
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].can_discard = false;
|
||||
|
||||
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
|
||||
|
|
Loading…
Reference in a new issue