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