Rework shading modes and change location of light shader
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@@ -131,6 +131,11 @@ ShaderTypes::ShaderTypes() {
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shader_modes[VS::SHADER_SPATIAL].modes.insert("unshaded");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("ontop");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_lambert");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_half_lambert");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_oren_nayar");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_burley");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("skip_default_transform");
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/************ CANVAS ITEM **************************/
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@@ -166,8 +171,6 @@ ShaderTypes::ShaderTypes() {
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["COLOR"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["TEXTURE_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["VAR1"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["VAR2"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_VEC"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_HEIGHT"] = ShaderLanguage::TYPE_FLOAT;
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