From b4a190e0bc4885e33282ba68e4970f00601fa3c9 Mon Sep 17 00:00:00 2001 From: Marcel Admiraal Date: Wed, 23 Dec 2020 09:34:26 +0000 Subject: [PATCH] Consistently use normal_map --- core/io/image.cpp | 12 +++---- core/io/image.h | 4 +-- doc/classes/ArrayMesh.xml | 2 +- doc/classes/Decal.xml | 2 +- doc/classes/Image.xml | 8 ++--- doc/classes/VisualShaderNodeCubemap.xml | 2 +- doc/classes/VisualShaderNodeTexture.xml | 2 +- .../VisualShaderNodeTextureUniform.xml | 2 +- modules/basis_universal/register_types.cpp | 2 +- modules/cvtt/image_compress_cvtt.cpp | 2 +- .../opensimplex/doc_classes/NoiseTexture.xml | 4 +-- modules/opensimplex/noise_texture.cpp | 26 +++++++------- modules/opensimplex/noise_texture.h | 6 ++-- scene/resources/material.cpp | 12 +++---- scene/resources/mesh.cpp | 6 ++-- scene/resources/mesh.h | 2 +- scene/resources/visual_shader.cpp | 8 ++--- scene/resources/visual_shader_nodes.cpp | 18 +++++----- scene/resources/visual_shader_nodes.h | 6 ++-- .../renderer_rd/renderer_canvas_render_rd.cpp | 6 ++-- .../renderer_scene_render_forward.cpp | 10 +++--- .../renderer_rd/renderer_storage_rd.cpp | 4 +-- .../renderer_rd/renderer_storage_rd.h | 2 +- .../renderer_rd/shader_compiler_rd.cpp | 8 ++--- .../rendering/renderer_rd/shaders/canvas.glsl | 4 +-- .../renderer_rd/shaders/scene_forward.glsl | 34 +++++++++---------- .../shaders/scene_forward_inc.glsl | 2 +- servers/rendering/shader_types.cpp | 8 ++--- 28 files changed, 102 insertions(+), 102 deletions(-) diff --git a/core/io/image.cpp b/core/io/image.cpp index fec7a6a0c5bc..b3dc835450fc 100644 --- a/core/io/image.cpp +++ b/core/io/image.cpp @@ -1753,10 +1753,10 @@ Error Image::generate_mipmaps(bool p_renormalize) { Error Image::generate_mipmap_roughness(RoughnessChannel p_roughness_channel, const Ref &p_normal_map) { Vector normal_sat_vec; //summed area table - double *normal_sat = nullptr; //summed area table for normalmap + double *normal_sat = nullptr; //summed area table for normal map int normal_w = 0, normal_h = 0; - ERR_FAIL_COND_V_MSG(p_normal_map.is_null() || p_normal_map->is_empty(), ERR_INVALID_PARAMETER, "Must provide a valid normalmap for roughness mipmaps"); + ERR_FAIL_COND_V_MSG(p_normal_map.is_null() || p_normal_map->is_empty(), ERR_INVALID_PARAMETER, "Must provide a valid normal map for roughness mipmaps"); Ref nm = p_normal_map->duplicate(); if (nm->is_compressed()) { @@ -3109,9 +3109,9 @@ void Image::_bind_methods() { ClassDB::bind_method(D_METHOD("fix_alpha_edges"), &Image::fix_alpha_edges); ClassDB::bind_method(D_METHOD("premultiply_alpha"), &Image::premultiply_alpha); ClassDB::bind_method(D_METHOD("srgb_to_linear"), &Image::srgb_to_linear); - ClassDB::bind_method(D_METHOD("normalmap_to_xy"), &Image::normalmap_to_xy); + ClassDB::bind_method(D_METHOD("normal_map_to_xy"), &Image::normal_map_to_xy); ClassDB::bind_method(D_METHOD("rgbe_to_srgb"), &Image::rgbe_to_srgb); - ClassDB::bind_method(D_METHOD("bumpmap_to_normalmap", "bump_scale"), &Image::bumpmap_to_normalmap, DEFVAL(1.0)); + ClassDB::bind_method(D_METHOD("bump_map_to_normal_map", "bump_scale"), &Image::bump_map_to_normal_map, DEFVAL(1.0)); ClassDB::bind_method(D_METHOD("blit_rect", "src", "src_rect", "dst"), &Image::blit_rect); ClassDB::bind_method(D_METHOD("blit_rect_mask", "src", "mask", "src_rect", "dst"), &Image::blit_rect_mask); @@ -3220,7 +3220,7 @@ void Image::set_compress_bptc_func(void (*p_compress_func)(Image *, float, UsedC _image_compress_bptc_func = p_compress_func; } -void Image::normalmap_to_xy() { +void Image::normal_map_to_xy() { convert(Image::FORMAT_RGBA8); { @@ -3285,7 +3285,7 @@ Ref Image::get_image_from_mipmap(int p_mipamp) const { return image; } -void Image::bumpmap_to_normalmap(float bump_scale) { +void Image::bump_map_to_normal_map(float bump_scale) { ERR_FAIL_COND(!_can_modify(format)); convert(Image::FORMAT_RF); diff --git a/core/io/image.h b/core/io/image.h index 7280500c85e1..aba8f2b0a3ae 100644 --- a/core/io/image.h +++ b/core/io/image.h @@ -350,10 +350,10 @@ class Image : public Resource { void fix_alpha_edges(); void premultiply_alpha(); void srgb_to_linear(); - void normalmap_to_xy(); + void normal_map_to_xy(); Ref rgbe_to_srgb(); Ref get_image_from_mipmap(int p_mipamp) const; - void bumpmap_to_normalmap(float bump_scale = 1.0); + void bump_map_to_normal_map(float bump_scale = 1.0); void blit_rect(const Ref &p_src, const Rect2 &p_src_rect, const Point2 &p_dest); void blit_rect_mask(const Ref &p_src, const Ref &p_mask, const Rect2 &p_src_rect, const Point2 &p_dest); diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index ef33d7ea776e..59502e701790 100644 --- a/doc/classes/ArrayMesh.xml +++ b/doc/classes/ArrayMesh.xml @@ -121,7 +121,7 @@ Will perform a UV unwrap on the [ArrayMesh] to prepare the mesh for lightmapping. - + diff --git a/doc/classes/Decal.xml b/doc/classes/Decal.xml index 8107d97b67dd..ca36b2400c70 100644 --- a/doc/classes/Decal.xml +++ b/doc/classes/Decal.xml @@ -98,7 +98,7 @@ [Texture2D] with the emission [Color] of the Decal. Either this or the [member texture_emission] must be set for the Decal to be visible. Use the alpha channel like a mask to smoothly blend the edges of the decal with the underlying object. - [Texture2D] with the per-pixel normalmap for the decal. Use this to add extra detail to decals. + [Texture2D] with the per-pixel normal map for the decal. Use this to add extra detail to decals. [Texture2D] storing ambient occlusion, roughness, and metallic for the decal. Use this to add extra detail to decals. diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index 414249f1107c..3dba5d13aaef 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -68,13 +68,13 @@ Blits [code]src_rect[/code] area from [code]src[/code] image to this image at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's alpha value is not 0. [code]src[/code] image and [code]mask[/code] image [b]must[/b] have the same size (width and height) but they can have different formats. - + - Converts a bumpmap to a normalmap. A bumpmap provides a height offset per-pixel, while a normalmap provides a normal direction per pixel. + Converts a bump map to a normal map. A bump map provides a height offset per-pixel, while a normal map provides a normal direction per pixel. @@ -398,11 +398,11 @@ Loads an image from the binary contents of a WebP file. - + - Converts the image's data to represent coordinates on a 3D plane. This is used when the image represents a normalmap. A normalmap can add lots of detail to a 3D surface without increasing the polygon count. + Converts the image's data to represent coordinates on a 3D plane. This is used when the image represents a normal map. A normal map can add lots of detail to a 3D surface without increasing the polygon count. diff --git a/doc/classes/VisualShaderNodeCubemap.xml b/doc/classes/VisualShaderNodeCubemap.xml index b6813bdae835..13b367e8f290 100644 --- a/doc/classes/VisualShaderNodeCubemap.xml +++ b/doc/classes/VisualShaderNodeCubemap.xml @@ -34,7 +34,7 @@ Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion. - + Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map. diff --git a/doc/classes/VisualShaderNodeTexture.xml b/doc/classes/VisualShaderNodeTexture.xml index 0c83ffffe404..8fa71b490dd9 100644 --- a/doc/classes/VisualShaderNodeTexture.xml +++ b/doc/classes/VisualShaderNodeTexture.xml @@ -46,7 +46,7 @@ Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion. - + Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map. diff --git a/doc/classes/VisualShaderNodeTextureUniform.xml b/doc/classes/VisualShaderNodeTextureUniform.xml index 107f08ba28aa..5a7474cca104 100644 --- a/doc/classes/VisualShaderNodeTextureUniform.xml +++ b/doc/classes/VisualShaderNodeTextureUniform.xml @@ -25,7 +25,7 @@ Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion. - + Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map. diff --git a/modules/basis_universal/register_types.cpp b/modules/basis_universal/register_types.cpp index 27b299a65d97..dadcdabf03a1 100644 --- a/modules/basis_universal/register_types.cpp +++ b/modules/basis_universal/register_types.cpp @@ -216,7 +216,7 @@ static Ref basis_universal_unpacker(const Vector &p_buffer) { format = basist::transcoder_texture_format::cTFETC2; // get this from renderer imgfmt = Image::FORMAT_ETC2_RGBA8; } else { - //gles2 most likely, bad for normalmaps, nothing to do about this. + //gles2 most likely, bad for normal maps, nothing to do about this. format = basist::transcoder_texture_format::cTFRGBA32; imgfmt = Image::FORMAT_RGBA8; } diff --git a/modules/cvtt/image_compress_cvtt.cpp b/modules/cvtt/image_compress_cvtt.cpp index 787b6dbf8028..e34455bca278 100644 --- a/modules/cvtt/image_compress_cvtt.cpp +++ b/modules/cvtt/image_compress_cvtt.cpp @@ -168,7 +168,7 @@ void image_compress_cvtt(Image *p_image, float p_lossy_quality, Image::UsedChann flags |= cvtt::Flags::BC7_RespectPunchThrough; - if (p_channels == Image::USED_CHANNELS_RG) { //guessing this is a normalmap + if (p_channels == Image::USED_CHANNELS_RG) { //guessing this is a normal map flags |= cvtt::Flags::Uniform; } options.flags = flags; diff --git a/modules/opensimplex/doc_classes/NoiseTexture.xml b/modules/opensimplex/doc_classes/NoiseTexture.xml index c06f3096defa..7df261d2ba9e 100644 --- a/modules/opensimplex/doc_classes/NoiseTexture.xml +++ b/modules/opensimplex/doc_classes/NoiseTexture.xml @@ -5,7 +5,7 @@ Uses an [OpenSimplexNoise] to fill the texture data. You can specify the texture size but keep in mind that larger textures will take longer to generate and seamless noise only works with square sized textures. - NoiseTexture can also generate normalmap textures. + NoiseTexture can also generate normal map textures. The class uses [Thread]s to generate the texture data internally, so [method Texture2D.get_data] may return [code]null[/code] if the generation process has not completed yet. In that case, you need to wait for the texture to be generated before accessing the data: [codeblock] var texture = preload("res://noise.tres") @@ -18,7 +18,7 @@ - + If [code]true[/code], the resulting texture contains a normal map created from the original noise interpreted as a bump map. diff --git a/modules/opensimplex/noise_texture.cpp b/modules/opensimplex/noise_texture.cpp index 1181e69cd334..b29c2f84ceea 100644 --- a/modules/opensimplex/noise_texture.cpp +++ b/modules/opensimplex/noise_texture.cpp @@ -40,7 +40,7 @@ NoiseTexture::NoiseTexture() { size = Vector2i(512, 512); seamless = false; - as_normalmap = false; + as_normal_map = false; bump_strength = 8.0; noise = Ref(); @@ -68,8 +68,8 @@ void NoiseTexture::_bind_methods() { ClassDB::bind_method(D_METHOD("set_seamless", "seamless"), &NoiseTexture::set_seamless); ClassDB::bind_method(D_METHOD("get_seamless"), &NoiseTexture::get_seamless); - ClassDB::bind_method(D_METHOD("set_as_normalmap", "as_normalmap"), &NoiseTexture::set_as_normalmap); - ClassDB::bind_method(D_METHOD("is_normalmap"), &NoiseTexture::is_normalmap); + ClassDB::bind_method(D_METHOD("set_as_normal_map", "as_normal_map"), &NoiseTexture::set_as_normal_map); + ClassDB::bind_method(D_METHOD("is_normal_map"), &NoiseTexture::is_normal_map); ClassDB::bind_method(D_METHOD("set_bump_strength", "bump_strength"), &NoiseTexture::set_bump_strength); ClassDB::bind_method(D_METHOD("get_bump_strength"), &NoiseTexture::get_bump_strength); @@ -81,14 +81,14 @@ void NoiseTexture::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::INT, "width", PROPERTY_HINT_RANGE, "1,2048,1,or_greater"), "set_width", "get_width"); ADD_PROPERTY(PropertyInfo(Variant::INT, "height", PROPERTY_HINT_RANGE, "1,2048,1,or_greater"), "set_height", "get_height"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "seamless"), "set_seamless", "get_seamless"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "as_normalmap"), "set_as_normalmap", "is_normalmap"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "as_normal_map"), "set_as_normal_map", "is_normal_map"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bump_strength", PROPERTY_HINT_RANGE, "0,32,0.1,or_greater"), "set_bump_strength", "get_bump_strength"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "noise", PROPERTY_HINT_RESOURCE_TYPE, "OpenSimplexNoise"), "set_noise", "get_noise"); } void NoiseTexture::_validate_property(PropertyInfo &property) const { if (property.name == "bump_strength") { - if (!as_normalmap) { + if (!as_normal_map) { property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; } } @@ -148,8 +148,8 @@ Ref NoiseTexture::_generate_texture() { image = ref_noise->get_image(size.x, size.y); } - if (as_normalmap) { - image->bumpmap_to_normalmap(bump_strength); + if (as_normal_map) { + image->bump_map_to_normal_map(bump_strength); } return image; @@ -225,17 +225,17 @@ bool NoiseTexture::get_seamless() { return seamless; } -void NoiseTexture::set_as_normalmap(bool p_as_normalmap) { - if (p_as_normalmap == as_normalmap) { +void NoiseTexture::set_as_normal_map(bool p_as_normal_map) { + if (p_as_normal_map == as_normal_map) { return; } - as_normalmap = p_as_normalmap; + as_normal_map = p_as_normal_map; _queue_update(); _change_notify(); } -bool NoiseTexture::is_normalmap() { - return as_normalmap; +bool NoiseTexture::is_normal_map() { + return as_normal_map; } void NoiseTexture::set_bump_strength(float p_bump_strength) { @@ -243,7 +243,7 @@ void NoiseTexture::set_bump_strength(float p_bump_strength) { return; } bump_strength = p_bump_strength; - if (as_normalmap) { + if (as_normal_map) { _queue_update(); } } diff --git a/modules/opensimplex/noise_texture.h b/modules/opensimplex/noise_texture.h index 73960ba85f32..6f0d4aa5e13c 100644 --- a/modules/opensimplex/noise_texture.h +++ b/modules/opensimplex/noise_texture.h @@ -57,7 +57,7 @@ class NoiseTexture : public Texture2D { Ref noise; Vector2i size; bool seamless; - bool as_normalmap; + bool as_normal_map; float bump_strength; void _thread_done(const Ref &p_image); @@ -82,8 +82,8 @@ class NoiseTexture : public Texture2D { void set_seamless(bool p_seamless); bool get_seamless(); - void set_as_normalmap(bool p_as_normalmap); - bool is_normalmap(); + void set_as_normal_map(bool p_as_normal_map); + bool is_normal_map(); void set_bump_strength(float p_bump_strength); float get_bump_strength(); diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index 6e08af23f531..ceb2a708ddf6 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -969,11 +969,11 @@ void BaseMaterial3D::_update_shader() { if (features[FEATURE_NORMAL_MAPPING]) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { - code += "\tNORMALMAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_triplanar_pos).rgb;\n"; + code += "\tNORMAL_MAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_triplanar_pos).rgb;\n"; } else { - code += "\tNORMALMAP = texture(texture_normal,base_uv).rgb;\n"; + code += "\tNORMAL_MAP = texture(texture_normal,base_uv).rgb;\n"; } - code += "\tNORMALMAP_DEPTH = normal_scale;\n"; + code += "\tNORMAL_MAP_DEPTH = normal_scale;\n"; } if (features[FEATURE_EMISSION]) { @@ -1000,7 +1000,7 @@ void BaseMaterial3D::_update_shader() { if (features[FEATURE_REFRACTION]) { if (features[FEATURE_NORMAL_MAPPING]) { - code += "\tvec3 ref_normal = normalize( mix(NORMAL,TANGENT * NORMALMAP.x + BINORMAL * NORMALMAP.y + NORMAL * NORMALMAP.z,NORMALMAP_DEPTH) );\n"; + code += "\tvec3 ref_normal = normalize( mix(NORMAL,TANGENT * NORMAL_MAP.x + BINORMAL * NORMAL_MAP.y + NORMAL * NORMAL_MAP.z,NORMAL_MAP_DEPTH) );\n"; } else { code += "\tvec3 ref_normal = NORMAL;\n"; } @@ -1198,8 +1198,8 @@ void BaseMaterial3D::_update_shader() { break; // Internal value, skip. } - code += "\tvec3 detail_norm = mix(NORMALMAP,detail_norm_tex.rgb,detail_tex.a);\n"; - code += "\tNORMALMAP = mix(NORMALMAP,detail_norm,detail_mask_tex.r);\n"; + code += "\tvec3 detail_norm = mix(NORMAL_MAP,detail_norm_tex.rgb,detail_tex.a);\n"; + code += "\tNORMAL_MAP = mix(NORMAL_MAP,detail_norm,detail_mask_tex.r);\n"; code += "\tALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n"; } diff --git a/scene/resources/mesh.cpp b/scene/resources/mesh.cpp index 8d101aa8d3d9..d7a33a87d914 100644 --- a/scene/resources/mesh.cpp +++ b/scene/resources/mesh.cpp @@ -1350,7 +1350,7 @@ AABB ArrayMesh::get_custom_aabb() const { return custom_aabb; } -void ArrayMesh::regen_normalmaps() { +void ArrayMesh::regen_normal_maps() { if (surfaces.size() == 0) { return; } @@ -1586,8 +1586,8 @@ void ArrayMesh::_bind_methods() { ClassDB::bind_method(D_METHOD("create_trimesh_shape"), &ArrayMesh::create_trimesh_shape); ClassDB::bind_method(D_METHOD("create_convex_shape"), &ArrayMesh::create_convex_shape); ClassDB::bind_method(D_METHOD("create_outline", "margin"), &ArrayMesh::create_outline); - ClassDB::bind_method(D_METHOD("regen_normalmaps"), &ArrayMesh::regen_normalmaps); - ClassDB::set_method_flags(get_class_static(), _scs_create("regen_normalmaps"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR); + ClassDB::bind_method(D_METHOD("regen_normal_maps"), &ArrayMesh::regen_normal_maps); + ClassDB::set_method_flags(get_class_static(), _scs_create("regen_normal_maps"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR); ClassDB::bind_method(D_METHOD("lightmap_unwrap", "transform", "texel_size"), &ArrayMesh::lightmap_unwrap); ClassDB::set_method_flags(get_class_static(), _scs_create("lightmap_unwrap"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR); ClassDB::bind_method(D_METHOD("get_faces"), &ArrayMesh::get_faces); diff --git a/scene/resources/mesh.h b/scene/resources/mesh.h index b7f60bf81445..32d071199b5a 100644 --- a/scene/resources/mesh.h +++ b/scene/resources/mesh.h @@ -252,7 +252,7 @@ class ArrayMesh : public Mesh { AABB get_aabb() const override; virtual RID get_rid() const override; - void regen_normalmaps(); + void regen_normal_maps(); Error lightmap_unwrap(const Transform &p_base_transform = Transform(), float p_texel_size = 0.05); Error lightmap_unwrap_cached(int *&r_cache_data, unsigned int &r_cache_size, bool &r_used_cache, const Transform &p_base_transform = Transform(), float p_texel_size = 0.05); diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index 50f456bc59a6..e51964750465 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -2359,8 +2359,8 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao", "AO" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal_map", "NORMAL_MAP" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim", "RIM" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim_tint", "RIM_TINT" }, @@ -2386,8 +2386,8 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = { { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal_map", "NORMAL_MAP" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" }, // Canvas Item, Light { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" }, diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index a3358ea8c77f..0550059c8b4a 100644 --- a/scene/resources/visual_shader_nodes.cpp +++ b/scene/resources/visual_shader_nodes.cpp @@ -480,7 +480,7 @@ String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShade case TYPE_COLOR: u += " : hint_albedo"; break; - case TYPE_NORMALMAP: + case TYPE_NORMAL_MAP: u += " : hint_normal"; break; } @@ -780,7 +780,7 @@ void VisualShaderNodeTexture::_bind_methods() { BIND_ENUM_CONSTANT(SOURCE_PORT); BIND_ENUM_CONSTANT(TYPE_DATA); BIND_ENUM_CONSTANT(TYPE_COLOR); - BIND_ENUM_CONSTANT(TYPE_NORMALMAP); + BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP); } VisualShaderNodeTexture::VisualShaderNodeTexture() { @@ -1181,7 +1181,7 @@ String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShade case TYPE_COLOR: u += " : hint_albedo"; break; - case TYPE_NORMALMAP: + case TYPE_NORMAL_MAP: u += " : hint_normal"; break; } @@ -1310,7 +1310,7 @@ void VisualShaderNodeCubemap::_bind_methods() { BIND_ENUM_CONSTANT(TYPE_DATA); BIND_ENUM_CONSTANT(TYPE_COLOR); - BIND_ENUM_CONSTANT(TYPE_NORMALMAP); + BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP); } VisualShaderNodeCubemap::VisualShaderNodeCubemap() { @@ -4350,7 +4350,7 @@ String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, Visu code += " : hint_albedo;\n"; } break; - case TYPE_NORMALMAP: + case TYPE_NORMAL_MAP: code += " : hint_normal;\n"; break; case TYPE_ANISO: @@ -4431,7 +4431,7 @@ void VisualShaderNodeTextureUniform::_bind_methods() { BIND_ENUM_CONSTANT(TYPE_DATA); BIND_ENUM_CONSTANT(TYPE_COLOR); - BIND_ENUM_CONSTANT(TYPE_NORMALMAP); + BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP); BIND_ENUM_CONSTANT(TYPE_ANISO); BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE); @@ -4608,7 +4608,7 @@ String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mod else code += " : hint_albedo;\n"; break; - case TYPE_NORMALMAP: + case TYPE_NORMAL_MAP: code += " : hint_normal;\n"; break; case TYPE_ANISO: @@ -4676,7 +4676,7 @@ String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, Vi else code += " : hint_albedo;\n"; break; - case TYPE_NORMALMAP: + case TYPE_NORMAL_MAP: code += " : hint_normal;\n"; break; case TYPE_ANISO: @@ -4746,7 +4746,7 @@ String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, Visu code += " : hint_albedo;\n"; } break; - case TYPE_NORMALMAP: + case TYPE_NORMAL_MAP: code += " : hint_normal;\n"; break; case TYPE_ANISO: diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h index 4b39c7638850..39f463e1ef63 100644 --- a/scene/resources/visual_shader_nodes.h +++ b/scene/resources/visual_shader_nodes.h @@ -236,7 +236,7 @@ class VisualShaderNodeTexture : public VisualShaderNode { enum TextureType { TYPE_DATA, TYPE_COLOR, - TYPE_NORMALMAP, + TYPE_NORMAL_MAP, }; private: @@ -412,7 +412,7 @@ class VisualShaderNodeCubemap : public VisualShaderNode { enum TextureType { TYPE_DATA, TYPE_COLOR, - TYPE_NORMALMAP + TYPE_NORMAL_MAP }; private: @@ -1834,7 +1834,7 @@ class VisualShaderNodeTextureUniform : public VisualShaderNodeUniform { enum TextureType { TYPE_DATA, TYPE_COLOR, - TYPE_NORMALMAP, + TYPE_NORMAL_MAP, TYPE_ANISO, }; diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp index 415dfcc5f122..8efd7b2dcad3 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -2488,8 +2488,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) { actions.renames["COLOR"] = "color"; actions.renames["NORMAL"] = "normal"; - actions.renames["NORMALMAP"] = "normal_map"; - actions.renames["NORMALMAP_DEPTH"] = "normal_depth"; + actions.renames["NORMAL_MAP"] = "normal_map"; + actions.renames["NORMAL_MAP_DEPTH"] = "normal_depth"; actions.renames["TEXTURE"] = "color_texture"; actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size"; actions.renames["NORMAL_TEXTURE"] = "normal_texture"; @@ -2517,7 +2517,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) { actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV"; actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n"; - actions.usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n"; + actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n"; actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n"; actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp index 80bd429f2faa..e4f418bdb387 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp @@ -112,7 +112,7 @@ void RendererSceneRenderForward::ShaderData::set_code(const String &p_code) { actions.usage_flag_pointers["TIME"] = &uses_time; actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness; actions.usage_flag_pointers["NORMAL"] = &uses_normal; - actions.usage_flag_pointers["NORMALMAP"] = &uses_normal; + actions.usage_flag_pointers["NORMAL_MAP"] = &uses_normal; actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size; actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size; @@ -2867,8 +2867,8 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor actions.renames["FRAGCOORD"] = "gl_FragCoord"; actions.renames["FRONT_FACING"] = "gl_FrontFacing"; - actions.renames["NORMALMAP"] = "normalmap"; - actions.renames["NORMALMAP_DEPTH"] = "normaldepth"; + actions.renames["NORMAL_MAP"] = "normal_map"; + actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth"; actions.renames["ALBEDO"] = "albedo"; actions.renames["ALPHA"] = "alpha"; actions.renames["METALLIC"] = "metallic"; @@ -2935,8 +2935,8 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor actions.usage_defines["CUSTOM1"] = "#define CUSTOM1\n"; actions.usage_defines["CUSTOM2"] = "#define CUSTOM2\n"; actions.usage_defines["CUSTOM3"] = "#define CUSTOM3\n"; - actions.usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n"; - actions.usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP"; + actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n"; + actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP"; actions.usage_defines["COLOR"] = "#define COLOR_USED\n"; actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n"; actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n"; diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp index 9da4fab75d48..4e4c94143146 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp @@ -1234,7 +1234,7 @@ void RendererStorageRD::canvas_texture_set_channel(RID p_canvas_texture, RS::Can ct->diffuse = p_texture; } break; case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: { - ct->normalmap = p_texture; + ct->normal_map = p_texture; } break; case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: { ct->specular = p_texture; @@ -1316,7 +1316,7 @@ bool RendererStorageRD::canvas_texture_get_uniform_set(RID p_texture, RS::Canvas u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 1; - t = texture_owner.getornull(ct->normalmap); + t = texture_owner.getornull(ct->normal_map); if (!t) { u.ids.push_back(texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL)); ct->use_normal_cache = false; diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h index 328e4d499993..8cc33f088000 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.h +++ b/servers/rendering/renderer_rd/renderer_storage_rd.h @@ -187,7 +187,7 @@ class RendererStorageRD : public RendererStorage { struct CanvasTexture { RID diffuse; - RID normalmap; + RID normal_map; RID specular; Color specular_color = Color(1, 1, 1, 1); float shininess = 1.0; diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.cpp b/servers/rendering/renderer_rd/shader_compiler_rd.cpp index ae392b7586f5..e6b6bf26b337 100644 --- a/servers/rendering/renderer_rd/shader_compiler_rd.cpp +++ b/servers/rendering/renderer_rd/shader_compiler_rd.cpp @@ -1340,8 +1340,8 @@ ShaderCompilerRD::ShaderCompilerRD() { actions[RS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord"; actions[RS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing"; - actions[RS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap"; - actions[RS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth"; + actions[RS::SHADER_SPATIAL].renames["NORMAL_MAP"] = "normal_map"; + actions[RS::SHADER_SPATIAL].renames["NORMAL_MAP_DEPTH"] = "normal_map_depth"; actions[RS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo"; actions[RS::SHADER_SPATIAL].renames["ALPHA"] = "alpha"; actions[RS::SHADER_SPATIAL].renames["METALLIC"] = "metallic"; @@ -1387,8 +1387,8 @@ ShaderCompilerRD::ShaderCompilerRD() { actions[RS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n"; actions[RS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n"; actions[RS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n"; - actions[RS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n"; - actions[RS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP"; + actions[RS::SHADER_SPATIAL].usage_defines["NORMAL_MAP"] = "#define ENABLE_NORMAL_MAP\n"; + actions[RS::SHADER_SPATIAL].usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP"; actions[RS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n"; actions[RS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n"; actions[RS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n"; diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl index 7808e7ed526e..2a7cae3b4c69 100644 --- a/servers/rendering/renderer_rd/shaders/canvas.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas.glsl @@ -499,7 +499,7 @@ void main() { { float normal_depth = 1.0; -#if defined(NORMALMAP_USED) +#if defined(NORMAL_MAP_USED) vec3 normal_map = vec3(0.0, 0.0, 1.0); normal_used = true; #endif @@ -510,7 +510,7 @@ FRAGMENT_SHADER_CODE /* clang-format on */ -#if defined(NORMALMAP_USED) +#if defined(NORMAL_MAP_USED) normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth); #endif } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward.glsl b/servers/rendering/renderer_rd/shaders/scene_forward.glsl index a7fe86b02903..05f763747801 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward.glsl @@ -16,7 +16,7 @@ layout(location = 0) in vec3 vertex_attrib; layout(location = 1) in vec3 normal_attrib; #endif -#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) layout(location = 2) in vec4 tangent_attrib; #endif @@ -76,7 +76,7 @@ layout(location = 3) out vec2 uv_interp; layout(location = 4) out vec2 uv2_interp; #endif -#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) layout(location = 5) out vec3 tangent_interp; layout(location = 6) out vec3 binormal_interp; #endif @@ -155,7 +155,7 @@ void main() { vec3 normal = normal_attrib * 2.0 - 1.0; #endif -#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0; float binormalf = tangent_attrib.a * 2.0 - 1.0; vec3 binormal = normalize(cross(normal, tangent) * binormalf); @@ -179,7 +179,7 @@ void main() { vertex = (vec4(vertex, 1.0) * m).xyz; normal = (vec4(normal, 0.0) * m).xyz; -#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) tangent = (vec4(tangent, 0.0) * m).xyz; binormal = (vec4(binormal, 0.0) * m).xyz; @@ -208,7 +208,7 @@ void main() { normal = world_normal_matrix * normal; -#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) tangent = world_normal_matrix * tangent; binormal = world_normal_matrix * binormal; @@ -239,7 +239,7 @@ VERTEX_SHADER_CODE #endif -#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) binormal = modelview_normal * binormal; tangent = modelview_normal * tangent; @@ -251,7 +251,7 @@ VERTEX_SHADER_CODE vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz; normal = mat3(scene_data.inverse_normal_matrix) * normal; -#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal; tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent; @@ -263,7 +263,7 @@ VERTEX_SHADER_CODE normal_interp = normal; #endif -#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) tangent_interp = tangent; binormal_interp = binormal; #endif @@ -340,7 +340,7 @@ layout(location = 3) in vec2 uv_interp; layout(location = 4) in vec2 uv2_interp; #endif -#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) layout(location = 5) in vec3 tangent_interp; layout(location = 6) in vec3 binormal_interp; #endif @@ -1819,7 +1819,7 @@ void main() { float alpha = 1.0; -#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) vec3 binormal = normalize(binormal_interp); vec3 tangent = normalize(tangent_interp); #else @@ -1850,12 +1850,12 @@ void main() { vec4 color = color_interp; #endif -#if defined(NORMALMAP_USED) +#if defined(NORMAL_MAP_USED) - vec3 normalmap = vec3(0.5); + vec3 normal_map = vec3(0.5); #endif - float normaldepth = 1.0; + float normal_depth = 1.0; vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center @@ -1926,12 +1926,12 @@ FRAGMENT_SHADER_CODE #endif // !USE_SHADOW_TO_OPACITY -#ifdef NORMALMAP_USED +#ifdef NORMAL_MAP_USED - normalmap.xy = normalmap.xy * 2.0 - 1.0; - normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc. + normal_map.xy = normal_map.xy * 2.0 - 1.0; + normal_map.z = sqrt(max(0.0, 1.0 - dot(normal_map.xy, normal_map.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc. - normal = normalize(mix(normal, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)); + normal = normalize(mix(normal, tangent * normal_map.x + binormal * normal_map.y + normal * normal_map.z, normal_depth)); #endif diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl index fdc9941bba86..17ed22f58a50 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl @@ -5,7 +5,7 @@ #include "cluster_data_inc.glsl" -#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_GIPROBE) || defined(TANGENT_USED) || defined(NORMALMAP_USED) +#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_GIPROBE) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) #ifndef NORMAL_USED #define NORMAL_USED #endif diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp index 0c9b2ddf2f67..e7ab7581925d 100644 --- a/servers/rendering/shader_types.cpp +++ b/servers/rendering/shader_types.cpp @@ -94,8 +94,8 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3; shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["BINORMAL"] = ShaderLanguage::TYPE_VEC3; shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3); - shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMALMAP"] = ShaderLanguage::TYPE_VEC3; - shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL_MAP"] = ShaderLanguage::TYPE_VEC3; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL_MAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT; shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["UV2"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4); @@ -242,8 +242,8 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["LIGHT_VERTEX"] = ShaderLanguage::TYPE_VEC3; shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4); shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3; - shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMALMAP"] = ShaderLanguage::TYPE_VEC3; - shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_MAP"] = ShaderLanguage::TYPE_VEC3; + shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_MAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT; shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4; shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);