@@ -63,6 +63,8 @@ ShaderTypes::ShaderTypes() {
6363 shader_modes[RS::SHADER_SPATIAL].functions [" constants" ].built_ins [" PI" ] = constt (ShaderLanguage::TYPE_FLOAT);
6464 shader_modes[RS::SHADER_SPATIAL].functions [" constants" ].built_ins [" TAU" ] = constt (ShaderLanguage::TYPE_FLOAT);
6565 shader_modes[RS::SHADER_SPATIAL].functions [" constants" ].built_ins [" E" ] = constt (ShaderLanguage::TYPE_FLOAT);
66+ shader_modes[RS::SHADER_SPATIAL].functions [" constants" ].built_ins [" OUTPUT_IS_SRGB" ] = constt (ShaderLanguage::TYPE_BOOL);
67+ shader_modes[RS::SHADER_SPATIAL].functions [" constants" ].built_ins [" CLIP_SPACE_FAR" ] = constt (ShaderLanguage::TYPE_FLOAT);
6668
6769 shader_modes[RS::SHADER_SPATIAL].functions [" vertex" ].built_ins [" VERTEX" ] = ShaderLanguage::TYPE_VEC3;
6870 shader_modes[RS::SHADER_SPATIAL].functions [" vertex" ].built_ins [" NORMAL" ] = ShaderLanguage::TYPE_VEC3;
@@ -96,8 +98,6 @@ ShaderTypes::ShaderTypes() {
9698 shader_modes[RS::SHADER_SPATIAL].functions [" vertex" ].built_ins [" MODELVIEW_MATRIX" ] = ShaderLanguage::TYPE_MAT4;
9799 shader_modes[RS::SHADER_SPATIAL].functions [" vertex" ].built_ins [" MODELVIEW_NORMAL_MATRIX" ] = ShaderLanguage::TYPE_MAT3;
98100 shader_modes[RS::SHADER_SPATIAL].functions [" vertex" ].built_ins [" VIEWPORT_SIZE" ] = constt (ShaderLanguage::TYPE_VEC2);
99- shader_modes[RS::SHADER_SPATIAL].functions [" vertex" ].built_ins [" OUTPUT_IS_SRGB" ] = constt (ShaderLanguage::TYPE_BOOL);
100- shader_modes[RS::SHADER_SPATIAL].functions [" vertex" ].built_ins [" CLIP_SPACE_FAR" ] = constt (ShaderLanguage::TYPE_FLOAT);
101101 shader_modes[RS::SHADER_SPATIAL].functions [" vertex" ].built_ins [" MAIN_CAM_INV_VIEW_MATRIX" ] = constt (ShaderLanguage::TYPE_MAT4);
102102
103103 shader_modes[RS::SHADER_SPATIAL].functions [" vertex" ].built_ins [" NODE_POSITION_WORLD" ] = constt (ShaderLanguage::TYPE_VEC3);
@@ -159,9 +159,6 @@ ShaderTypes::ShaderTypes() {
159159 shader_modes[RS::SHADER_SPATIAL].functions [" fragment" ].built_ins [" VIEW_RIGHT" ] = constt (ShaderLanguage::TYPE_INT);
160160 shader_modes[RS::SHADER_SPATIAL].functions [" fragment" ].built_ins [" EYE_OFFSET" ] = constt (ShaderLanguage::TYPE_VEC3);
161161
162- shader_modes[RS::SHADER_SPATIAL].functions [" fragment" ].built_ins [" OUTPUT_IS_SRGB" ] = constt (ShaderLanguage::TYPE_BOOL);
163- shader_modes[RS::SHADER_SPATIAL].functions [" fragment" ].built_ins [" CLIP_SPACE_FAR" ] = constt (ShaderLanguage::TYPE_FLOAT);
164-
165162 shader_modes[RS::SHADER_SPATIAL].functions [" fragment" ].built_ins [" MODEL_MATRIX" ] = constt (ShaderLanguage::TYPE_MAT4);
166163 shader_modes[RS::SHADER_SPATIAL].functions [" fragment" ].built_ins [" MODEL_NORMAL_MATRIX" ] = constt (ShaderLanguage::TYPE_MAT3);
167164 shader_modes[RS::SHADER_SPATIAL].functions [" fragment" ].built_ins [" VIEW_MATRIX" ] = constt (ShaderLanguage::TYPE_MAT4);
@@ -203,8 +200,6 @@ ShaderTypes::ShaderTypes() {
203200 shader_modes[RS::SHADER_SPATIAL].functions [" light" ].built_ins [" ROUGHNESS" ] = constt (ShaderLanguage::TYPE_FLOAT);
204201 shader_modes[RS::SHADER_SPATIAL].functions [" light" ].built_ins [" DIFFUSE_LIGHT" ] = ShaderLanguage::TYPE_VEC3;
205202 shader_modes[RS::SHADER_SPATIAL].functions [" light" ].built_ins [" SPECULAR_LIGHT" ] = ShaderLanguage::TYPE_VEC3;
206- shader_modes[RS::SHADER_SPATIAL].functions [" light" ].built_ins [" OUTPUT_IS_SRGB" ] = constt (ShaderLanguage::TYPE_BOOL);
207- shader_modes[RS::SHADER_SPATIAL].functions [" light" ].built_ins [" CLIP_SPACE_FAR" ] = constt (ShaderLanguage::TYPE_FLOAT);
208203 shader_modes[RS::SHADER_SPATIAL].functions [" light" ].built_ins [" ALPHA" ] = ShaderLanguage::TYPE_FLOAT;
209204
210205 shader_modes[RS::SHADER_SPATIAL].functions [" light" ].can_discard = true ;
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