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Enable the use of all supported builtins on the light shader #76977

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merged 1 commit into from
Jun 9, 2023

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manueldun
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@manueldun manueldun commented May 11, 2023

Fix #76556 and fix #76861

When using the light process in spatial shader the built ins work as spected, now they work in forward+, mobile and compatibility renderer.

It is worth noting that I created a define named DRAW_CALL_PUSH_CONSTANT in scene_forward_mobile_inc.glsl to differenciate between forward+ and mobile renderer in scene_forward_lights_inc.glsl

@manueldun manueldun requested a review from a team as a code owner May 11, 2023 23:16
@manueldun manueldun force-pushed the light-shader-builtins branch from a946327 to f9fbb28 Compare May 11, 2023 23:25
@Calinou Calinou added this to the 4.1 milestone May 12, 2023
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Just one nitpicky comment, otherwise this looks great. Thank you!

@manueldun manueldun force-pushed the light-shader-builtins branch from f9fbb28 to 8f50fa9 Compare June 8, 2023 18:10
When using the light process in spatial shader,
the built-ins work as spected, now they work in forward+,
mobile and compatibility renderer.
@manueldun manueldun force-pushed the light-shader-builtins branch from 8f50fa9 to e2321c2 Compare June 8, 2023 18:19
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Looks great! Thank you!

@akien-mga akien-mga merged commit 9ce42d1 into godotengine:master Jun 9, 2023
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Thanks!

@manueldun manueldun deleted the light-shader-builtins branch June 9, 2023 09:16
@YuriSizov
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Can't get a clean cherry-pick because it touches code around #76290. It would probably be better to have a dedicated 4.0 PR if we want this fixed in there as well.

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