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Fix a default shader specular render mode to (SCHLICK_GGX
/BLINN
)
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parent
d4e7a1af44
commit
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@ -1648,19 +1648,10 @@ void VisualShader::_update_shader() const {
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{
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//fill render mode enums
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int idx = 0;
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bool specular = false;
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while (render_mode_enums[idx].string) {
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if (shader_mode == render_mode_enums[idx].mode) {
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if (shader_mode == Shader::MODE_SPATIAL) {
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if (String(render_mode_enums[idx].string) == "specular") {
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specular = true;
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}
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}
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if (modes.has(render_mode_enums[idx].string) || specular) {
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int which = 0;
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if (modes.has(render_mode_enums[idx].string)) {
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which = modes[render_mode_enums[idx].string];
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}
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if (modes.has(render_mode_enums[idx].string)) {
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int which = modes[render_mode_enums[idx].string];
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int count = 0;
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for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
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String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
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@ -466,6 +466,11 @@ layout(location = 0) out vec4 frag_color;
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#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
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/* Make a default specular mode SPECULAR_SCHLICK_GGX. */
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#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON)
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#define SPECULAR_SCHLICK_GGX
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#endif
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#include "scene_forward_lights_inc.glsl"
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#include "scene_forward_gi_inc.glsl"
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@ -491,6 +491,11 @@ layout(location = 0) out vec4 frag_color;
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#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
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/* Make a default specular mode SPECULAR_SCHLICK_GGX. */
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#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON)
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#define SPECULAR_SCHLICK_GGX
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#endif
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#include "scene_forward_lights_inc.glsl"
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#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
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