[3.2] Fix specular render_mode for visual shaders

This commit is contained in:
Yuri Roubinsky 2020-08-26 14:01:52 +03:00
parent 6477481e68
commit 7facd00ace
1 changed files with 11 additions and 4 deletions

View File

@ -1246,13 +1246,20 @@ void VisualShader::_update_shader() const {
{
//fill render mode enums
int idx = 0;
bool specular = false;
while (render_mode_enums[idx].string) {
if (shader_mode == render_mode_enums[idx].mode) {
if (shader_mode == Shader::MODE_SPATIAL) {
if (String(render_mode_enums[idx].string) == "specular") {
specular = true;
}
}
if (modes.has(render_mode_enums[idx].string) || specular) {
if (modes.has(render_mode_enums[idx].string)) {
int which = modes[render_mode_enums[idx].string];
int which = 0;
if (modes.has(render_mode_enums[idx].string)) {
which = modes[render_mode_enums[idx].string];
}
int count = 0;
for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];