From ebe8bcd0cfab3fa6d7f7c3289ea69cab538c8439 Mon Sep 17 00:00:00 2001 From: Chaosus Date: Mon, 20 Aug 2018 09:35:47 +0300 Subject: [PATCH] Added FRAGCOORD to spatial light processing (cherry picked from commit 37f5cc5b6398d4d9fb08282a0e47fb96f059581a) --- servers/visual/shader_types.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp index f37a4c0cb93..ec2cec0af5c 100644 --- a/servers/visual/shader_types.cpp +++ b/servers/visual/shader_types.cpp @@ -127,6 +127,7 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); + shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4); shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["NORMAL"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT"] = constt(ShaderLanguage::TYPE_VEC3);