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Add CLIP_SPACE_FAR built-in to spatial shader
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9 changed files with 16 additions and 0 deletions
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@ -636,6 +636,7 @@ void SceneShaderForwardClustered::init(const String p_defines) {
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actions.renames["CUSTOM2"] = "custom2_attrib";
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actions.renames["CUSTOM3"] = "custom3_attrib";
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actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
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actions.renames["CLIP_SPACE_FAR"] = "SHADER_SPACE_FAR";
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actions.renames["LIGHT_VERTEX"] = "light_vertex";
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actions.renames["NODE_POSITION_WORLD"] = "read_model_matrix[3].xyz";
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@ -540,6 +540,7 @@ void SceneShaderForwardMobile::init(const String p_defines) {
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actions.renames["CUSTOM2"] = "custom2_attrib";
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actions.renames["CUSTOM3"] = "custom3_attrib";
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actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
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actions.renames["CLIP_SPACE_FAR"] = "SHADER_SPACE_FAR";
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actions.renames["LIGHT_VERTEX"] = "light_vertex";
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actions.renames["NODE_POSITION_WORLD"] = "read_model_matrix[3].xyz";
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@ -7,6 +7,7 @@
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#include "scene_forward_clustered_inc.glsl"
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#define SHADER_IS_SRGB false
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#define SHADER_SPACE_FAR 0.0
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/* INPUT ATTRIBS */
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@ -638,6 +639,7 @@ void main() {
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#VERSION_DEFINES
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#define SHADER_IS_SRGB false
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#define SHADER_SPACE_FAR 0.0
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/* Specialization Constants (Toggles) */
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@ -8,6 +8,7 @@
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#include "scene_forward_mobile_inc.glsl"
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#define SHADER_IS_SRGB false
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#define SHADER_SPACE_FAR 0.0
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/* INPUT ATTRIBS */
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@ -498,6 +499,7 @@ void main() {
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#VERSION_DEFINES
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#define SHADER_IS_SRGB false
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#define SHADER_SPACE_FAR 0.0
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/* Specialization Constants */
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