Merge pull request #75055 from JohanAR/light_specular
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5e9b7c3452
@ -771,7 +771,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_di
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alpha = min(alpha, clamp(1.0 - attenuation, 0.0, 1.0));
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#endif
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#endif // LIGHT_CODE_USED
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#endif // USE_LIGHT_SHADER_CODE
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}
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float get_omni_spot_attenuation(float distance, float inv_range, float decay) {
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@ -1660,6 +1660,7 @@ MaterialStorage::MaterialStorage() {
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//for light
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actions.renames["VIEW"] = "view";
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actions.renames["SPECULAR_AMOUNT"] = "specular_amount";
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actions.renames["LIGHT_COLOR"] = "light_color";
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actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
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actions.renames["LIGHT"] = "light";
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@ -641,6 +641,7 @@ void SceneShaderForwardClustered::init(const String p_defines) {
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//for light
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actions.renames["VIEW"] = "view";
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actions.renames["SPECULAR_AMOUNT"] = "specular_amount";
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actions.renames["LIGHT_COLOR"] = "light_color";
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actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
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actions.renames["LIGHT"] = "light";
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@ -531,6 +531,7 @@ void SceneShaderForwardMobile::init(const String p_defines) {
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//for light
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actions.renames["VIEW"] = "view";
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actions.renames["SPECULAR_AMOUNT"] = "specular_amount";
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actions.renames["LIGHT_COLOR"] = "light_color";
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actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
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actions.renames["LIGHT"] = "light";
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@ -187,6 +187,7 @@ ShaderTypes::ShaderTypes() {
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shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["UV2"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
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shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_AMOUNT"] = constt(ShaderLanguage::TYPE_FLOAT);
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shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT"] = constt(ShaderLanguage::TYPE_VEC3);
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shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
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shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_IS_DIRECTIONAL"] = constt(ShaderLanguage::TYPE_BOOL);
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