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Add VIEW_INDEX variable in shader so we know which eye/view we're rendering for

This commit is contained in:
Bastiaan Olij
2021-04-19 13:32:23 +10:00
parent 59eed164c4
commit 8f8c9c2f57
13 changed files with 50 additions and 22 deletions

View File

@@ -953,6 +953,10 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
actions[VS::SHADER_SPATIAL].renames["VIEW_INDEX"] = "view_index";
actions[VS::SHADER_SPATIAL].renames["VIEW_MONO_LEFT"] = "0";
actions[VS::SHADER_SPATIAL].renames["VIEW_RIGHT"] = "1";
actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";