Create shadow_vec for altering shadow computation
In 2.1 and 3.0, light_vec could be modified for altering shadow_computations. But it broke shadows when rotating light. shadow_vec would do the same, but without breaking shadows in rotated lights if not used. Add inverse light transformation to shadow vec, so it's not affected when rotating lights; Added usage define for shadow vec. For shadow vec working properly when rotating a light, it's needed to multiply it by light_matrix normalized. Added usage define in order to don't do that if shadow_vec not used.
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5 changed files with 40 additions and 17 deletions
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@ -920,6 +920,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
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actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv";
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actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light";
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actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color";
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actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_VEC"] = "shadow_vec";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
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@ -929,6 +930,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
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actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_VEC"] = "#define SHADOW_VEC_USED\n";
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// Ported from GLES3
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@ -331,6 +331,7 @@ void light_compute(
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inout vec4 light_color,
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vec2 light_uv,
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inout vec4 shadow_color,
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inout vec2 shadow_vec,
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vec3 normal,
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vec2 uv,
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#if defined(SCREEN_UV_USED)
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@ -407,6 +408,7 @@ FRAGMENT_SHADER_CODE
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#ifdef USE_LIGHTING
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vec2 light_vec = transformed_light_uv;
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vec2 shadow_vec = transformed_light_uv;
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if (normal_used) {
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normal.xy = mat2(local_rot.xy, local_rot.zw) * normal.xy;
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@ -434,6 +436,7 @@ FRAGMENT_SHADER_CODE
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real_light_color,
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light_uv,
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real_light_shadow_color,
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shadow_vec,
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normal,
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uv,
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#if defined(SCREEN_UV_USED)
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@ -452,11 +455,18 @@ FRAGMENT_SHADER_CODE
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color *= light;
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#ifdef USE_SHADOWS
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// Reset light_vec to compute shadows, the shadow map is created from the light origin, so it only
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// makes sense to compute shadows from there.
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light_vec = light_uv_interp.zw;
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float angle_to_light = -atan(light_vec.x, light_vec.y);
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#ifdef SHADOW_VEC_USED
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mat3 inverse_light_matrix = mat3(light_matrix);
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inverse_light_matrix[0] = normalize(inverse_light_matrix[0]);
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inverse_light_matrix[1] = normalize(inverse_light_matrix[1]);
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inverse_light_matrix[2] = normalize(inverse_light_matrix[2]);
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shadow_vec = (inverse_light_matrix * vec3(shadow_vec, 0.0)).xy;
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#else
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shadow_vec = light_uv_interp.zw;
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#endif
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float angle_to_light = -atan(shadow_vec.x, shadow_vec.y);
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float PI = 3.14159265358979323846264;
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/*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
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float ang*/
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@ -467,18 +477,18 @@ FRAGMENT_SHADER_CODE
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vec2 point;
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float sh;
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if (abs_angle < 45.0 * PI / 180.0) {
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point = light_vec;
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point = shadow_vec;
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sh = 0.0 + (1.0 / 8.0);
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} else if (abs_angle > 135.0 * PI / 180.0) {
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point = -light_vec;
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point = -shadow_vec;
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sh = 0.5 + (1.0 / 8.0);
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} else if (angle_to_light > 0.0) {
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point = vec2(light_vec.y, -light_vec.x);
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point = vec2(shadow_vec.y, -shadow_vec.x);
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sh = 0.25 + (1.0 / 8.0);
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} else {
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point = vec2(-light_vec.y, light_vec.x);
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point = vec2(-shadow_vec.y, shadow_vec.x);
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sh = 0.75 + (1.0 / 8.0);
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}
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@ -910,6 +910,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv";
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actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light";
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actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color";
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actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_VEC"] = "shadow_vec";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
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@ -918,6 +919,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_VEC"] = "#define SHADOW_VEC_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
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/** SPATIAL SHADER **/
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@ -345,6 +345,7 @@ void light_compute(
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inout vec4 light_color,
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vec2 light_uv,
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inout vec4 shadow_color,
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inout vec2 shadow_vec,
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vec3 normal,
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vec2 uv,
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#if defined(SCREEN_UV_USED)
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@ -512,6 +513,7 @@ FRAGMENT_SHADER_CODE
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#ifdef USE_LIGHTING
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vec2 light_vec = transformed_light_uv;
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vec2 shadow_vec = transformed_light_uv;
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if (normal_used) {
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normal.xy = mat2(local_rot.xy, local_rot.zw) * normal.xy;
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@ -539,6 +541,7 @@ FRAGMENT_SHADER_CODE
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real_light_color,
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light_uv,
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real_light_shadow_color,
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shadow_vec,
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normal,
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uv,
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#if defined(SCREEN_UV_USED)
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@ -557,11 +560,16 @@ FRAGMENT_SHADER_CODE
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color *= light;
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#ifdef USE_SHADOWS
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// Reset light_vec to compute shadows, the shadow map is created from the light origin, so it only
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// makes sense to compute shadows from there.
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light_vec = light_uv_interp.zw;
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float angle_to_light = -atan(light_vec.x, light_vec.y);
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#ifdef SHADOW_VEC_USED
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mat3 inverse_light_matrix = mat3(light_matrix);
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inverse_light_matrix[0] = normalize(inverse_light_matrix[0]);
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inverse_light_matrix[1] = normalize(inverse_light_matrix[1]);
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inverse_light_matrix[2] = normalize(inverse_light_matrix[2]);
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shadow_vec = (mat3(inverse_light_matrix) * vec3(shadow_vec, 0.0)).xy;
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#else
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shadow_vec = light_uv_interp.zw;
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#endif
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float angle_to_light = -atan(shadow_vec.x, shadow_vec.y);
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float PI = 3.14159265358979323846264;
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/*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
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float ang*/
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@ -572,18 +580,18 @@ FRAGMENT_SHADER_CODE
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vec2 point;
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float sh;
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if (abs_angle < 45.0 * PI / 180.0) {
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point = light_vec;
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point = shadow_vec;
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sh = 0.0 + (1.0 / 8.0);
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} else if (abs_angle > 135.0 * PI / 180.0) {
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point = -light_vec;
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point = -shadow_vec;
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sh = 0.5 + (1.0 / 8.0);
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} else if (angle_to_light > 0.0) {
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point = vec2(light_vec.y, -light_vec.x);
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point = vec2(shadow_vec.y, -shadow_vec.x);
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sh = 0.25 + (1.0 / 8.0);
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} else {
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point = vec2(-light_vec.y, light_vec.x);
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point = vec2(-shadow_vec.y, shadow_vec.x);
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sh = 0.75 + (1.0 / 8.0);
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}
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@ -235,6 +235,7 @@ ShaderTypes::ShaderTypes() {
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_VEC"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SHADOW_VEC"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_HEIGHT"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_COLOR"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_UV"] = constt(ShaderLanguage::TYPE_VEC2);
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