Use shader include for fore/background shaders

The two shaders use a lot of common logic for co-ordinate and attribute
look up, so it makes sense to use a common include shader for both.

Adds support for the inverse and blink attributes to the foreground shader.
This commit is contained in:
Leroy Hopson 2024-02-07 21:37:50 +13:00
parent a849423096
commit 8b320622f9
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GPG key ID: D2747312A6DB51AA
5 changed files with 95 additions and 49 deletions

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@ -97,6 +97,7 @@ namespace godot
void initialize_rendering();
void update_theme();
void update_sizes(bool force = false);
void update_shader_parameters(Ref<ShaderMaterial> material);
void draw_screen();
void refresh();
void cleanup_rendering();