Shader lang: Properly assign INSTANCE_ID to gl_InstanceID
Note that gl_InstanceID is not supported in OpenGL ES 2.0, so in the gles2 backend we assign it to 0. Also clean up some duplicates/commented out code. Fixes #20088.
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@ -721,8 +721,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
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actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
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actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
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actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
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actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp";
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actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
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actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
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actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
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actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture";
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@ -736,7 +734,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
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actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
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actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color";
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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_SHADOW_COLOR"]="light_shadow_color";
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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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@ -768,7 +765,8 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
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actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
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actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
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actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
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//actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"]=ShaderLanguage::TYPE_INT;
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// gl_InstanceID is not available in OpenGL ES 2.0
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actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0";
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//builtins
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@ -790,13 +788,11 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
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actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
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actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
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actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
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//actions[VS::SHADER_SPATIAL].renames["SSS_SPREAD"] = "sss_spread";
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actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
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actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
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actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
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actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
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actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
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//actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
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actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
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actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
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actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
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@ -838,8 +834,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
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actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
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actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
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actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
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actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
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@ -780,8 +780,6 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
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actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
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actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
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actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp";
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actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
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actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
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actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
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actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture";
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@ -824,7 +822,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
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actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
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actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
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//actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"]=ShaderLanguage::TYPE_INT;
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actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "gl_InstanceID";
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//builtins
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@ -846,13 +844,11 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
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actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
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actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
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//actions[VS::SHADER_SPATIAL].renames["SSS_SPREAD"] = "sss_spread";
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actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
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actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
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actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
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actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
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actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
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//actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
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actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
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actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
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actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
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@ -894,8 +890,6 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
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actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
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actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
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actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
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