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/* ************************************************************************/
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#include " shader_types.h"
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+ #include " core/math/math_defs.h"
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const Map<StringName, ShaderLanguage::FunctionInfo> &ShaderTypes::get_functions (RS::ShaderMode p_mode) {
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return shader_modes[p_mode].functions ;
@@ -54,6 +55,9 @@ ShaderTypes::ShaderTypes() {
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/* ************** SPATIAL ***********************/
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shader_modes[RS::SHADER_SPATIAL].functions [" global" ].built_ins [" TIME" ] = constt (ShaderLanguage::TYPE_FLOAT);
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+ shader_modes[RS::SHADER_SPATIAL].functions [" global" ].built_ins [" PI" ] = constt (ShaderLanguage::TYPE_FLOAT);
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+ shader_modes[RS::SHADER_SPATIAL].functions [" global" ].built_ins [" TAU" ] = constt (ShaderLanguage::TYPE_FLOAT);
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+ shader_modes[RS::SHADER_SPATIAL].functions [" global" ].built_ins [" E" ] = constt (ShaderLanguage::TYPE_FLOAT);
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shader_modes[RS::SHADER_SPATIAL].functions [" vertex" ].built_ins [" VERTEX" ] = ShaderLanguage::TYPE_VEC3;
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shader_modes[RS::SHADER_SPATIAL].functions [" vertex" ].built_ins [" NORMAL" ] = ShaderLanguage::TYPE_VEC3;
@@ -227,6 +231,9 @@ ShaderTypes::ShaderTypes() {
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/* *********** CANVAS ITEM **************************/
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shader_modes[RS::SHADER_CANVAS_ITEM].functions [" global" ].built_ins [" TIME" ] = constt (ShaderLanguage::TYPE_FLOAT);
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+ shader_modes[RS::SHADER_CANVAS_ITEM].functions [" global" ].built_ins [" PI" ] = constt (ShaderLanguage::TYPE_FLOAT);
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+ shader_modes[RS::SHADER_CANVAS_ITEM].functions [" global" ].built_ins [" TAU" ] = constt (ShaderLanguage::TYPE_FLOAT);
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+ shader_modes[RS::SHADER_CANVAS_ITEM].functions [" global" ].built_ins [" E" ] = constt (ShaderLanguage::TYPE_FLOAT);
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shader_modes[RS::SHADER_CANVAS_ITEM].functions [" vertex" ].built_ins [" VERTEX" ] = ShaderLanguage::TYPE_VEC2;
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shader_modes[RS::SHADER_CANVAS_ITEM].functions [" vertex" ].built_ins [" UV" ] = ShaderLanguage::TYPE_VEC2;
@@ -317,6 +324,9 @@ ShaderTypes::ShaderTypes() {
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/* *********** PARTICLES **************************/
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shader_modes[RS::SHADER_PARTICLES].functions [" global" ].built_ins [" TIME" ] = constt (ShaderLanguage::TYPE_FLOAT);
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+ shader_modes[RS::SHADER_PARTICLES].functions [" global" ].built_ins [" PI" ] = constt (ShaderLanguage::TYPE_FLOAT);
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+ shader_modes[RS::SHADER_PARTICLES].functions [" global" ].built_ins [" TAU" ] = constt (ShaderLanguage::TYPE_FLOAT);
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+ shader_modes[RS::SHADER_PARTICLES].functions [" global" ].built_ins [" E" ] = constt (ShaderLanguage::TYPE_FLOAT);
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shader_modes[RS::SHADER_PARTICLES].functions [" start" ].built_ins [" COLOR" ] = ShaderLanguage::TYPE_VEC4;
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shader_modes[RS::SHADER_PARTICLES].functions [" start" ].built_ins [" VELOCITY" ] = ShaderLanguage::TYPE_VEC3;
@@ -381,6 +391,9 @@ ShaderTypes::ShaderTypes() {
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/* *********** SKY **************************/
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shader_modes[RS::SHADER_SKY].functions [" global" ].built_ins [" TIME" ] = constt (ShaderLanguage::TYPE_FLOAT);
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+ shader_modes[RS::SHADER_SKY].functions [" global" ].built_ins [" PI" ] = constt (ShaderLanguage::TYPE_FLOAT);
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+ shader_modes[RS::SHADER_SKY].functions [" global" ].built_ins [" TAU" ] = constt (ShaderLanguage::TYPE_FLOAT);
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+ shader_modes[RS::SHADER_SKY].functions [" global" ].built_ins [" E" ] = constt (ShaderLanguage::TYPE_FLOAT);
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shader_modes[RS::SHADER_SKY].functions [" global" ].built_ins [" POSITION" ] = constt (ShaderLanguage::TYPE_VEC3);
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shader_modes[RS::SHADER_SKY].functions [" global" ].built_ins [" RADIANCE" ] = constt (ShaderLanguage::TYPE_SAMPLERCUBE);
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shader_modes[RS::SHADER_SKY].functions [" global" ].built_ins [" AT_HALF_RES_PASS" ] = constt (ShaderLanguage::TYPE_BOOL);
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