Prevent changing some built-ins in spatial shaders

This commit is contained in:
Yuri Rubinsky 2024-06-17 18:45:18 +03:00
parent eb20a68b32
commit 3d2b70c1ec
1 changed files with 16 additions and 16 deletions

View File

@ -77,12 +77,12 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX_ID"] = constt(ShaderLanguage::TYPE_INT);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["BONE_INDICES"] = ShaderLanguage::TYPE_UVEC4;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["BONE_WEIGHTS"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM0"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM1"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM2"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM3"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["BONE_INDICES"] = constt(ShaderLanguage::TYPE_UVEC4);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["BONE_WEIGHTS"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM0"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM1"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM2"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM3"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].can_discard = false;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].main_function = true;
@ -99,11 +99,11 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MAIN_CAM_INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NODE_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_DIRECTION_WORLD"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_VISIBLE_LAYERS"] = ShaderLanguage::TYPE_UINT;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NODE_POSITION_VIEW"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NODE_POSITION_WORLD"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_POSITION_WORLD"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_DIRECTION_WORLD"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_VISIBLE_LAYERS"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NODE_POSITION_VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_INDEX"] = constt(ShaderLanguage::TYPE_INT);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_MONO_LEFT"] = constt(ShaderLanguage::TYPE_INT);
@ -147,11 +147,11 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NODE_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_DIRECTION_WORLD"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_VISIBLE_LAYERS"] = ShaderLanguage::TYPE_UINT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NODE_POSITION_VIEW"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NODE_POSITION_WORLD"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_POSITION_WORLD"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_DIRECTION_WORLD"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_VISIBLE_LAYERS"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NODE_POSITION_VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_INDEX"] = constt(ShaderLanguage::TYPE_INT);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_MONO_LEFT"] = constt(ShaderLanguage::TYPE_INT);