diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 12934a82e75..48ca86ebe24 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -624,6 +624,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size"; actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv"; actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture"; + actions[VS::SHADER_CANVAS_ITEM].renames["POSITION"] = "(gl_FragCoord.xy)"; actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord"; actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec"; diff --git a/scene/resources/shader_graph.cpp b/scene/resources/shader_graph.cpp index 49e987727d8..28b8490cb47 100644 --- a/scene/resources/shader_graph.cpp +++ b/scene/resources/shader_graph.cpp @@ -1469,6 +1469,7 @@ const ShaderGraph::InOutParamInfo ShaderGraph::inout_param_info[]={ {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_IN}, {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_IN}, {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"PointCoord","POINT_COORD","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Position","POSITION","",SLOT_TYPE_VEC,SLOT_IN}, //canvas item fragment out {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_OUT}, {MODE_CANVAS_ITEM,SHADER_TYPE_FRAGMENT,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_OUT}, @@ -1489,6 +1490,7 @@ const ShaderGraph::InOutParamInfo ShaderGraph::inout_param_info[]={ {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_IN}, {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_IN}, {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"PointCoord","POINT_COORD","",SLOT_TYPE_VEC,SLOT_IN}, + {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"Position","POSITION","",SLOT_TYPE_VEC,SLOT_IN}, //canvas item light out {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightColor","LIGHT.rgb","",SLOT_TYPE_VEC,SLOT_OUT}, {MODE_CANVAS_ITEM,SHADER_TYPE_LIGHT,"LightAlpha","LIGHT.a","",SLOT_TYPE_SCALAR,SLOT_OUT}, diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp index cd9afa77354..c5e31b235a4 100644 --- a/servers/visual/shader_types.cpp +++ b/servers/visual/shader_types.cpp @@ -138,7 +138,7 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["TIME"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SRC_COLOR"] = ShaderLanguage::TYPE_VEC4; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["POSITION"] = ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["POSITION"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMAL"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMALMAP"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT; @@ -150,7 +150,7 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["POINT_COORD"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["TIME"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["POSITION"] = ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["POSITION"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["NORMAL"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["UV"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["COLOR"] = ShaderLanguage::TYPE_VEC4;