Add custom shader attributes to Canvas Item Shaders
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parent
13a0d6e9b2
commit
bb83c4adec
10 changed files with 106 additions and 25 deletions
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@ -627,6 +627,11 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
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state.canvas_instance_batches[state.current_batch_index].material = material;
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state.canvas_instance_batches[state.current_batch_index].material_data = material_data;
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if (shader_data_cache) {
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state.canvas_instance_batches[state.current_batch_index].vertex_input_mask = shader_data_cache->vertex_input_mask;
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} else {
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state.canvas_instance_batches[state.current_batch_index].vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_COLOR | RS::ARRAY_TEX_UV;
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}
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}
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GLES3::CanvasShaderData::BlendMode blend_mode = shader_data_cache ? shader_data_cache->blend_mode : GLES3::CanvasShaderData::BLEND_MODE_MIX;
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@ -1412,11 +1417,12 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index, Ren
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GLuint vertex_array_gl = 0;
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GLuint index_array_gl = 0;
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uint64_t input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_COLOR | RS::ARRAY_FORMAT_TEX_UV; // 2D meshes always use the same vertex format.
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uint64_t vertex_input_mask = state.canvas_instance_batches[p_index].vertex_input_mask;
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if (mesh_instance.is_valid()) {
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mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array_gl);
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mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, vertex_input_mask, vertex_array_gl);
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} else {
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mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array_gl);
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mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, vertex_input_mask, vertex_array_gl);
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}
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index_array_gl = mesh_storage->mesh_surface_get_index_buffer(surface, 0);
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@ -1472,9 +1478,9 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index, Ren
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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if (use_instancing) {
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glDisableVertexAttribArray(5);
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glDisableVertexAttribArray(6);
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glDisableVertexAttribArray(7);
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glDisableVertexAttribArray(8);
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glDisableVertexAttribArray(9);
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glDisableVertexAttribArray(10);
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}
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if (r_render_info) {
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// Meshes, Particles, and MultiMesh are always just one object with one draw call.
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@ -1539,15 +1545,15 @@ void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken) {
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}
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void RasterizerCanvasGLES3::_enable_attributes(uint32_t p_start, bool p_primitive, uint32_t p_rate) {
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uint32_t split = p_primitive ? 11 : 12;
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for (uint32_t i = 6; i < split; i++) {
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uint32_t split = p_primitive ? 13 : 14;
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for (uint32_t i = 8; i < split; i++) {
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glEnableVertexAttribArray(i);
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glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, sizeof(InstanceData), CAST_INT_TO_UCHAR_PTR(p_start + (i - 6) * 4 * sizeof(float)));
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glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, sizeof(InstanceData), CAST_INT_TO_UCHAR_PTR(p_start + (i - 8) * 4 * sizeof(float)));
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glVertexAttribDivisor(i, p_rate);
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}
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for (uint32_t i = split; i <= 13; i++) {
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for (uint32_t i = split; i <= 15; i++) {
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glEnableVertexAttribArray(i);
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glVertexAttribIPointer(i, 4, GL_UNSIGNED_INT, sizeof(InstanceData), CAST_INT_TO_UCHAR_PTR(p_start + (i - 6) * 4 * sizeof(float)));
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glVertexAttribIPointer(i, 4, GL_UNSIGNED_INT, sizeof(InstanceData), CAST_INT_TO_UCHAR_PTR(p_start + (i - 8) * 4 * sizeof(float)));
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glVertexAttribDivisor(i, p_rate);
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}
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}
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@ -269,6 +269,7 @@ public:
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RID material;
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GLES3::CanvasMaterialData *material_data = nullptr;
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CanvasShaderGLES3::ShaderVariant shader_variant = CanvasShaderGLES3::MODE_QUAD;
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uint64_t vertex_input_mask;
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const Item::Command *command = nullptr;
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Item::Command::Type command_type = Item::Command::TYPE_ANIMATION_SLICE; // Can default to any type that doesn't form a batch.
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@ -32,18 +32,26 @@ layout(location = 5) in highp uvec4 instance_color_custom_data; // Color packed
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#include "stdlib_inc.glsl"
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layout(location = 6) in highp vec4 attrib_A;
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layout(location = 7) in highp vec4 attrib_B;
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layout(location = 8) in highp vec4 attrib_C;
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layout(location = 9) in highp vec4 attrib_D;
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layout(location = 10) in highp vec4 attrib_E;
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#ifdef USE_PRIMITIVE
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layout(location = 11) in highp uvec4 attrib_F;
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#else
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layout(location = 11) in highp vec4 attrib_F;
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#if defined(CUSTOM0_USED)
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layout(location = 6) in highp vec4 custom0_attrib;
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#endif
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layout(location = 12) in highp uvec4 attrib_G;
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layout(location = 13) in highp uvec4 attrib_H;
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#if defined(CUSTOM1_USED)
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layout(location = 7) in highp vec4 custom1_attrib;
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#endif
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layout(location = 8) in highp vec4 attrib_A;
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layout(location = 9) in highp vec4 attrib_B;
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layout(location = 10) in highp vec4 attrib_C;
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layout(location = 11) in highp vec4 attrib_D;
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layout(location = 12) in highp vec4 attrib_E;
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#ifdef USE_PRIMITIVE
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layout(location = 13) in highp uvec4 attrib_F;
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#else
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layout(location = 13) in highp vec4 attrib_F;
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#endif
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layout(location = 14) in highp uvec4 attrib_G;
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layout(location = 15) in highp uvec4 attrib_H;
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#define read_draw_data_world_x attrib_A.xy
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#define read_draw_data_world_y attrib_A.zw
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@ -137,6 +145,13 @@ void main() {
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vec4 instance_custom = vec4(0.0);
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#if defined(CUSTOM0_USED)
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vec4 custom0 = vec4(0.0);
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#endif
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#if defined(CUSTOM1_USED)
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vec4 custom1 = vec4(0.0);
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#endif
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#ifdef USE_PRIMITIVE
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vec2 vertex;
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vec2 uv;
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@ -169,9 +184,9 @@ void main() {
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if (bool(read_draw_data_flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
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instance_custom = vec4(unpackHalf2x16(instance_color_custom_data.z), unpackHalf2x16(instance_color_custom_data.w));
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}
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#endif
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#endif // !USE_INSTANCING
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#else
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#else // !USE_ATTRIBUTES
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vec2 vertex_base_arr[6] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0));
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vec2 vertex_base = vertex_base_arr[gl_VertexID % 6];
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@ -179,6 +194,14 @@ void main() {
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vec4 color = read_draw_data_modulation;
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vec2 vertex = read_draw_data_dst_rect.xy + abs(read_draw_data_dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(read_draw_data_src_rect.zw, vec2(0.0, 0.0)));
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#endif // USE_ATTRIBUTES
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#if defined(CUSTOM0_USED)
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custom0 = custom0_attrib;
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#endif
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#if defined(CUSTOM1_USED)
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custom1 = custom1_attrib;
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#endif
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mat4 model_matrix = mat4(vec4(read_draw_data_world_x, 0.0, 0.0), vec4(read_draw_data_world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(read_draw_data_world_ofs, 0.0, 1.0));
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@ -1160,6 +1160,9 @@ MaterialStorage::MaterialStorage() {
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actions.renames["INSTANCE_ID"] = "gl_InstanceID";
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actions.renames["VERTEX_ID"] = "gl_VertexID";
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actions.renames["CUSTOM0"] = "custom0";
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actions.renames["CUSTOM1"] = "custom1";
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actions.renames["LIGHT_POSITION"] = "light_position";
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actions.renames["LIGHT_DIRECTION"] = "light_direction";
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actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
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@ -1180,6 +1183,8 @@ MaterialStorage::MaterialStorage() {
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actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
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actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
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actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
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actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n";
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actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";
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actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
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actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
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@ -2541,6 +2546,8 @@ void CanvasShaderData::set_code(const String &p_code) {
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uses_screen_texture_mipmaps = false;
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uses_sdf = false;
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uses_time = false;
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uses_custom0 = false;
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uses_custom1 = false;
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if (code.is_empty()) {
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return; // Just invalid, but no error.
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@ -2565,6 +2572,8 @@ void CanvasShaderData::set_code(const String &p_code) {
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actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
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actions.usage_flag_pointers["TIME"] = &uses_time;
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actions.usage_flag_pointers["CUSTOM0"] = &uses_custom0;
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actions.usage_flag_pointers["CUSTOM1"] = &uses_custom1;
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actions.uniforms = &uniforms;
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Error err = MaterialStorage::get_singleton()->shaders.compiler_canvas.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
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@ -2601,6 +2610,10 @@ void CanvasShaderData::set_code(const String &p_code) {
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MaterialStorage::get_singleton()->shaders.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_data);
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ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.canvas_shader.version_is_valid(version));
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vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_COLOR | RS::ARRAY_TEX_UV;
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vertex_input_mask |= uses_custom0 << RS::ARRAY_CUSTOM0;
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vertex_input_mask |= uses_custom1 << RS::ARRAY_CUSTOM1;
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ubo_size = gen_code.uniform_total_size;
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ubo_offsets = gen_code.uniform_offsets;
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texture_uniforms = gen_code.texture_uniforms;
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@ -168,6 +168,10 @@ struct CanvasShaderData : public ShaderData {
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bool uses_screen_texture_mipmaps;
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bool uses_sdf;
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bool uses_time;
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bool uses_custom0;
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bool uses_custom1;
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uint64_t vertex_input_mask;
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virtual void set_code(const String &p_Code);
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virtual bool is_animated() const;
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@ -5786,6 +5786,8 @@ VisualShaderEditor::VisualShaderEditor() {
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add_options.push_back(AddOption("AtLightPass", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass", "AT_LIGHT_PASS"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("CanvasMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "canvas_matrix", "CANVAS_MATRIX"), { "canvas_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("Custom0", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom0", "CUSTOM0"), { "custom0" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("Custom1", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom1", "CUSTOM1"), { "custom1" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("InstanceCustom", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("InstanceId", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id", "INSTANCE_ID"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("ModelMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "model_matrix", "MODEL_MATRIX"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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@ -2952,6 +2952,8 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
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{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen_matrix", "SCREEN_MATRIX" },
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{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
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{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
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{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom0", "CUSTOM0" },
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{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom1", "CUSTOM1" },
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{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
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{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
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{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
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@ -2562,6 +2562,9 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
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actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
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actions.renames["VERTEX_ID"] = "gl_VertexIndex";
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actions.renames["CUSTOM0"] = "custom0";
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actions.renames["CUSTOM1"] = "custom1";
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actions.renames["LIGHT_POSITION"] = "light_position";
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actions.renames["LIGHT_DIRECTION"] = "light_direction";
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actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
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@ -2583,6 +2586,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
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actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
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actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
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actions.usage_defines["POINT_SIZE"] = "#define USE_POINT_SIZE\n";
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actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n";
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actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";
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actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
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actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
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@ -9,6 +9,14 @@ layout(location = 0) in vec2 vertex_attrib;
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layout(location = 3) in vec4 color_attrib;
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layout(location = 4) in vec2 uv_attrib;
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#if defined(CUSTOM0_USED)
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layout(location = 6) in vec4 custom0_attrib;
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#endif
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#if defined(CUSTOM1_USED)
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layout(location = 7) in vec4 custom1_attrib;
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#endif
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layout(location = 10) in uvec4 bone_attrib;
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layout(location = 11) in vec4 weight_attrib;
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@ -44,6 +52,13 @@ vec3 srgb_to_linear(vec3 color) {
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void main() {
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vec4 instance_custom = vec4(0.0);
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#if defined(CUSTOM0_USED)
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vec4 custom0 = vec4(0.0);
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#endif
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#if defined(CUSTOM1_USED)
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vec4 custom1 = vec4(0.0);
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#endif
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#ifdef USE_PRIMITIVE
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//weird bug,
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@ -78,9 +93,17 @@ void main() {
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color *= draw_data.modulation;
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vec2 uv = uv_attrib;
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#if defined(CUSTOM0_USED)
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custom0 = custom0_attrib;
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#endif
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#if defined(CUSTOM1_USED)
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custom1 = custom1_attrib;
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#endif
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uvec4 bones = bone_attrib;
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vec4 bone_weights = weight_attrib;
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#else
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#else // !USE_ATTRIBUTES
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vec2 vertex_base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
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vec2 vertex_base = vertex_base_arr[gl_VertexIndex];
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@ -90,7 +113,7 @@ void main() {
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vec2 vertex = draw_data.dst_rect.xy + abs(draw_data.dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(draw_data.src_rect.zw, vec2(0.0, 0.0)));
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uvec4 bones = uvec4(0, 0, 0, 0);
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#endif
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#endif // USE_ATTRIBUTES
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mat4 model_matrix = mat4(vec4(draw_data.world_x, 0.0, 0.0), vec4(draw_data.world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data.world_ofs, 0.0, 1.0));
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@ -250,6 +250,8 @@ ShaderTypes::ShaderTypes() {
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shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX_ID"] = constt(ShaderLanguage::TYPE_INT);
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shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
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shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["CUSTOM0"] = constt(ShaderLanguage::TYPE_VEC4);
|
||||
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["CUSTOM1"] = constt(ShaderLanguage::TYPE_VEC4);
|
||||
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].can_discard = false;
|
||||
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].main_function = true;
|
||||
|
||||
|
|
Loading…
Reference in a new issue