make VIEW vector available in fragment
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f84893f709
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2042d6214e
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@ -1392,6 +1392,7 @@ void main() {
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discard;
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discard;
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#endif
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#endif
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highp vec3 vertex = vertex_interp;
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highp vec3 vertex = vertex_interp;
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vec3 view = -normalize(vertex_interp);
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vec3 albedo = vec3(1.0);
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vec3 albedo = vec3(1.0);
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vec3 transmission = vec3(0.0);
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vec3 transmission = vec3(0.0);
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float metallic = 0.0;
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float metallic = 0.0;
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@ -1465,7 +1466,7 @@ FRAGMENT_SHADER_CODE
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vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
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vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
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vec3 ambient_light = vec3(0.0, 0.0, 0.0);
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vec3 ambient_light = vec3(0.0, 0.0, 0.0);
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vec3 eye_position = -normalize(vertex_interp);
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vec3 eye_position = view;
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#if defined(ALPHA_SCISSOR_USED)
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#if defined(ALPHA_SCISSOR_USED)
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if (alpha < alpha_scissor) {
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if (alpha < alpha_scissor) {
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@ -1571,6 +1571,7 @@ void main() {
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//lay out everything, whathever is unused is optimized away anyway
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//lay out everything, whathever is unused is optimized away anyway
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highp vec3 vertex = vertex_interp;
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highp vec3 vertex = vertex_interp;
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vec3 view = -normalize(vertex_interp);
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vec3 albedo = vec3(1.0);
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vec3 albedo = vec3(1.0);
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vec3 transmission = vec3(0.0);
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vec3 transmission = vec3(0.0);
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float metallic = 0.0;
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float metallic = 0.0;
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@ -1705,7 +1706,7 @@ FRAGMENT_SHADER_CODE
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vec3 ambient_light;
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vec3 ambient_light;
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vec3 env_reflection_light = vec3(0.0, 0.0, 0.0);
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vec3 env_reflection_light = vec3(0.0, 0.0, 0.0);
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vec3 eye_vec = -normalize(vertex_interp);
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vec3 eye_vec = view;
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#ifdef USE_RADIANCE_MAP
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#ifdef USE_RADIANCE_MAP
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@ -86,6 +86,7 @@ ShaderTypes::ShaderTypes() {
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["BINORMAL"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["BINORMAL"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMALMAP"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMALMAP"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
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