1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

Implement CAMERA_VISIBLE_LAYERS as built-in shader variable

This commit is contained in:
NumbuhFour
2022-10-12 19:33:06 -07:00
parent 015dc492de
commit 1b09fd5410
16 changed files with 40 additions and 10 deletions

View File

@@ -268,6 +268,7 @@ public:
// flags
uint32_t view_count;
bool is_orthogonal;
uint32_t visible_layers;
bool vaspect;
// Main/center projection
@@ -278,7 +279,7 @@ public:
Projection view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
Vector2 taa_jitter;
void set_camera(const Transform3D p_transform, const Projection p_projection, bool p_is_orthogonal, bool p_vaspect, const Vector2 &p_taa_jitter = Vector2());
void set_camera(const Transform3D p_transform, const Projection p_projection, bool p_is_orthogonal, bool p_vaspect, const Vector2 &p_taa_jitter = Vector2(), uint32_t p_visible_layers = 0xFFFFFFFF);
void set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const Projection *p_projections, bool p_is_orthogonal, bool p_vaspect);
};