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Merge pull request #23469 from clayjohn/fragment_camera_matrix

Added CAMERA_MATRIX to fragment shader
This commit is contained in:
Rémi Verschelde
2018-12-12 13:46:58 +01:00
committed by GitHub

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@@ -119,6 +119,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
@@ -127,6 +128,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);