diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp index 684f1794920..04cbf7f2cd1 100644 --- a/drivers/gles3/storage/material_storage.cpp +++ b/drivers/gles3/storage/material_storage.cpp @@ -1237,6 +1237,8 @@ MaterialStorage::MaterialStorage() { actions.renames["PI"] = _MKSTR(Math_PI); actions.renames["TAU"] = _MKSTR(Math_TAU); actions.renames["E"] = _MKSTR(Math_E); + actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; + actions.renames["CLIP_SPACE_FAR"] = "SHADER_SPACE_FAR"; actions.renames["VIEWPORT_SIZE"] = "scene_data.viewport_size"; actions.renames["FRAGCOORD"] = "gl_FragCoord"; @@ -1276,8 +1278,6 @@ MaterialStorage::MaterialStorage() { actions.renames["CUSTOM1"] = "custom1_attrib"; actions.renames["CUSTOM2"] = "custom2_attrib"; actions.renames["CUSTOM3"] = "custom3_attrib"; - actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; - actions.renames["CLIP_SPACE_FAR"] = "SHADER_SPACE_FAR"; actions.renames["LIGHT_VERTEX"] = "light_vertex"; actions.renames["NODE_POSITION_WORLD"] = "model_matrix[3].xyz"; diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index 53982af5907..532b5b6484e 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -610,6 +610,8 @@ void SceneShaderForwardClustered::init(const String p_defines) { actions.renames["PI"] = _MKSTR(Math_PI); actions.renames["TAU"] = _MKSTR(Math_TAU); actions.renames["E"] = _MKSTR(Math_E); + actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; + actions.renames["CLIP_SPACE_FAR"] = "SHADER_SPACE_FAR"; actions.renames["VIEWPORT_SIZE"] = "read_viewport_size"; actions.renames["FRAGCOORD"] = "gl_FragCoord"; @@ -649,8 +651,6 @@ void SceneShaderForwardClustered::init(const String p_defines) { actions.renames["CUSTOM1"] = "custom1_attrib"; actions.renames["CUSTOM2"] = "custom2_attrib"; actions.renames["CUSTOM3"] = "custom3_attrib"; - actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; - actions.renames["CLIP_SPACE_FAR"] = "SHADER_SPACE_FAR"; actions.renames["LIGHT_VERTEX"] = "light_vertex"; actions.renames["NODE_POSITION_WORLD"] = "read_model_matrix[3].xyz"; diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp index 69f084f4c0d..6dcaadddd3f 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp @@ -521,6 +521,8 @@ void SceneShaderForwardMobile::init(const String p_defines) { actions.renames["PI"] = _MKSTR(Math_PI); actions.renames["TAU"] = _MKSTR(Math_TAU); actions.renames["E"] = _MKSTR(Math_E); + actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; + actions.renames["CLIP_SPACE_FAR"] = "SHADER_SPACE_FAR"; actions.renames["VIEWPORT_SIZE"] = "read_viewport_size"; actions.renames["FRAGCOORD"] = "gl_FragCoord"; @@ -560,8 +562,6 @@ void SceneShaderForwardMobile::init(const String p_defines) { actions.renames["CUSTOM1"] = "custom1_attrib"; actions.renames["CUSTOM2"] = "custom2_attrib"; actions.renames["CUSTOM3"] = "custom3_attrib"; - actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; - actions.renames["CLIP_SPACE_FAR"] = "SHADER_SPACE_FAR"; actions.renames["LIGHT_VERTEX"] = "light_vertex"; actions.renames["NODE_POSITION_WORLD"] = "read_model_matrix[3].xyz"; diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp index 9ccfe2f9d77..821009f07cb 100644 --- a/servers/rendering/shader_types.cpp +++ b/servers/rendering/shader_types.cpp @@ -63,6 +63,8 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["PI"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["TAU"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["E"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL); + shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["CLIP_SPACE_FAR"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC3; shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3; @@ -96,8 +98,6 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_NORMAL_MATRIX"] = ShaderLanguage::TYPE_MAT3; shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); - shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL); - shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CLIP_SPACE_FAR"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MAIN_CAM_INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NODE_POSITION_WORLD"] = constt(ShaderLanguage::TYPE_VEC3); @@ -159,9 +159,6 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_RIGHT"] = constt(ShaderLanguage::TYPE_INT); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["EYE_OFFSET"] = constt(ShaderLanguage::TYPE_VEC3); - shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL); - shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CLIP_SPACE_FAR"] = constt(ShaderLanguage::TYPE_FLOAT); - shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["MODEL_NORMAL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT3); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); @@ -203,8 +200,6 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ROUGHNESS"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["DIFFUSE_LIGHT"] = ShaderLanguage::TYPE_VEC3; shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3; - shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL); - shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["CLIP_SPACE_FAR"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT; shader_modes[RS::SHADER_SPATIAL].functions["light"].can_discard = true;