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-working SCREEN_TEXTURE, SCREEN_UV shader variables
-Added refraction support for default material -Enabled BCS adjustments, as well as color correction.
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@@ -745,6 +745,9 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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//actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
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actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
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actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
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actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
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actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
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actions[VS::SHADER_SPATIAL].renames["SIDE"] = "side";
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actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
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actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
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@@ -763,6 +766,8 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
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actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
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actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
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actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
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actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
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