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mirror of https://github.com/godotengine/godot.git synced 2025-11-18 14:21:41 +00:00

all light types and shadows are working, pending a lot of clean-up

This commit is contained in:
Juan Linietsky
2016-11-09 23:55:06 -03:00
parent 6b2a27bbe5
commit cacf9ebb7f
38 changed files with 3241 additions and 418 deletions

View File

@@ -330,6 +330,7 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
SL::FunctionNode *fnode=pnode->functions[i].function;
current_func_name=fnode->name;
if (fnode->name=="vertex") {
@@ -401,6 +402,14 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
else
code=_mkid(vnode->name);
if (vnode->name==time_name) {
if (current_func_name==vertex_name) {
r_gen_code.uses_vertex_time=true;
}
if (current_func_name==fragment_name) {
r_gen_code.uses_fragment_time=true;
}
}
} break;
case SL::Node::TYPE_CONSTANT: {
@@ -536,6 +545,8 @@ Error ShaderCompilerGLES3::compile(VS::ShaderMode p_mode, const String& p_code,
r_gen_code.fragment=String();
r_gen_code.fragment_global=String();
r_gen_code.light=String();
r_gen_code.uses_fragment_time=false;
r_gen_code.uses_vertex_time=false;
@@ -645,7 +656,9 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
vertex_name="vertex";
fragment_name="fragment";
time_name="TIME";