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author | Rémi Verschelde <rverschelde@gmail.com> | 2020-03-27 22:14:50 +0100 |
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committer | GitHub <noreply@github.com> | 2020-03-27 22:14:50 +0100 |
commit | fcfffd729789cd80aa77056ca089697b52297d04 (patch) | |
tree | fc1bb58e900436c48c03c52106eb57250442ae35 /servers/rendering/shader_types.cpp | |
parent | 307b1b3a5835ecdb477859785c673a07e248f904 (diff) | |
parent | a6f3bc7c696af03e3875f78e098d2476e409d15e (diff) | |
download | redot-engine-fcfffd729789cd80aa77056ca089697b52297d04.tar.gz |
Merge pull request #37361 from reduz/server-renames
Renaming of servers for coherency.
Diffstat (limited to 'servers/rendering/shader_types.cpp')
-rw-r--r-- | servers/rendering/shader_types.cpp | 328 |
1 files changed, 328 insertions, 0 deletions
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp new file mode 100644 index 0000000000..b144d6d612 --- /dev/null +++ b/servers/rendering/shader_types.cpp @@ -0,0 +1,328 @@ +/*************************************************************************/ +/* shader_types.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "shader_types.h" + +const Map<StringName, ShaderLanguage::FunctionInfo> &ShaderTypes::get_functions(RS::ShaderMode p_mode) { + + return shader_modes[p_mode].functions; +} + +const Vector<StringName> &ShaderTypes::get_modes(RS::ShaderMode p_mode) { + + return shader_modes[p_mode].modes; +} + +const Set<String> &ShaderTypes::get_types() { + return shader_types; +} + +ShaderTypes *ShaderTypes::singleton = NULL; + +static ShaderLanguage::BuiltInInfo constt(ShaderLanguage::DataType p_type) { + + return ShaderLanguage::BuiltInInfo(p_type, true); +} + +ShaderTypes::ShaderTypes() { + singleton = this; + + /*************** SPATIAL ***********************/ + + shader_modes[RS::SHADER_SPATIAL].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT); + + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC3; + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3; + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3; + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["BINORMAL"] = ShaderLanguage::TYPE_VEC3; + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["POSITION"] = ShaderLanguage::TYPE_VEC4; + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2; + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["UV2"] = ShaderLanguage::TYPE_VEC2; + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4; + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_ID"] = constt(ShaderLanguage::TYPE_INT); + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4); + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].can_discard = false; + + //builtins + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4; + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["WORLD_NORMAL_MATRIX"] = ShaderLanguage::TYPE_MAT3; + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4; + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_MATRIX"] = ShaderLanguage::TYPE_MAT4; + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_NORMAL_MATRIX"] = ShaderLanguage::TYPE_MAT3; + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL); + + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VERTEX"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4); + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["FRONT_FACING"] = constt(ShaderLanguage::TYPE_BOOL); + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3; + 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["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); + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["METALLIC"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SPECULAR"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["RIM"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["RIM_TINT"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CLEARCOAT"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CLEARCOAT_GLOSS"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY_FLOW"] = ShaderLanguage::TYPE_VEC2; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["TRANSMISSION"] = ShaderLanguage::TYPE_VEC3; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["AO"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["AO_LIGHT_AFFECT"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["EMISSION"] = ShaderLanguage::TYPE_VEC3; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2); + + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL); + + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_NORMAL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT3); + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].can_discard = true; + + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); + + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4); + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["NORMAL"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2); + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["UV2"] = constt(ShaderLanguage::TYPE_VEC2); + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ATTENUATION"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ALBEDO"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["TRANSMISSION"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ROUGHNESS"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["DIFFUSE_LIGHT"] = ShaderLanguage::TYPE_VEC3; + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3; + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL); + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT; + + shader_modes[RS::SHADER_SPATIAL].functions["light"].can_discard = true; + + //order used puts first enum mode (default) first + shader_modes[RS::SHADER_SPATIAL].modes.push_back("blend_mix"); + shader_modes[RS::SHADER_SPATIAL].modes.push_back("blend_add"); + shader_modes[RS::SHADER_SPATIAL].modes.push_back("blend_sub"); + shader_modes[RS::SHADER_SPATIAL].modes.push_back("blend_mul"); + + shader_modes[RS::SHADER_SPATIAL].modes.push_back("depth_draw_opaque"); + shader_modes[RS::SHADER_SPATIAL].modes.push_back("depth_draw_always"); + shader_modes[RS::SHADER_SPATIAL].modes.push_back("depth_draw_never"); + + shader_modes[RS::SHADER_SPATIAL].modes.push_back("depth_prepass_alpha"); + + shader_modes[RS::SHADER_SPATIAL].modes.push_back("depth_test_disabled"); + + shader_modes[RS::SHADER_SPATIAL].modes.push_back("cull_back"); + shader_modes[RS::SHADER_SPATIAL].modes.push_back("cull_front"); + shader_modes[RS::SHADER_SPATIAL].modes.push_back("cull_disabled"); + + shader_modes[RS::SHADER_SPATIAL].modes.push_back("unshaded"); + shader_modes[RS::SHADER_SPATIAL].modes.push_back("wireframe"); + + shader_modes[RS::SHADER_SPATIAL].modes.push_back("diffuse_lambert"); + shader_modes[RS::SHADER_SPATIAL].modes.push_back("diffuse_lambert_wrap"); + shader_modes[RS::SHADER_SPATIAL].modes.push_back("diffuse_oren_nayar"); + shader_modes[RS::SHADER_SPATIAL].modes.push_back("diffuse_burley"); + shader_modes[RS::SHADER_SPATIAL].modes.push_back("diffuse_toon"); + + shader_modes[RS::SHADER_SPATIAL].modes.push_back("specular_schlick_ggx"); + shader_modes[RS::SHADER_SPATIAL].modes.push_back("specular_blinn"); + shader_modes[RS::SHADER_SPATIAL].modes.push_back("specular_phong"); + shader_modes[RS::SHADER_SPATIAL].modes.push_back("specular_toon"); + shader_modes[RS::SHADER_SPATIAL].modes.push_back("specular_disabled"); + + shader_modes[RS::SHADER_SPATIAL].modes.push_back("skip_vertex_transform"); + shader_modes[RS::SHADER_SPATIAL].modes.push_back("world_vertex_coords"); + shader_modes[RS::SHADER_SPATIAL].modes.push_back("ensure_correct_normals"); + + shader_modes[RS::SHADER_SPATIAL].modes.push_back("shadows_disabled"); + shader_modes[RS::SHADER_SPATIAL].modes.push_back("ambient_light_disabled"); + shader_modes[RS::SHADER_SPATIAL].modes.push_back("shadow_to_opacity"); + + shader_modes[RS::SHADER_SPATIAL].modes.push_back("vertex_lighting"); + + /************ CANVAS ITEM **************************/ + + shader_modes[RS::SHADER_CANVAS_ITEM].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT); + + shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC2; + shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2; + shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4; + shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT; + + shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["CANVAS_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["SCREEN_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].can_discard = false; + + shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC2; + shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SHADOW_VERTEX"] = ShaderLanguage::TYPE_VEC2; + 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["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); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SPECULAR_SHININESS_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SPECULAR_SHININESS"] = constt(ShaderLanguage::TYPE_VEC4); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].can_discard = true; + + shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["NORMAL"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SPECULAR_SHININESS"] = constt(ShaderLanguage::TYPE_VEC4); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC4); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_POSITION"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_VERTEX"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT"] = ShaderLanguage::TYPE_VEC4; + shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SHADOW_MODULATE"] = ShaderLanguage::TYPE_VEC4; + shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].can_discard = true; + + shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("skip_vertex_transform"); + + shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("blend_mix"); + shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("blend_add"); + shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("blend_sub"); + shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("blend_mul"); + shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("blend_premul_alpha"); + shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("blend_disabled"); + + shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("unshaded"); + shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("light_only"); + + /************ PARTICLES **************************/ + + shader_modes[RS::SHADER_PARTICLES].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4; + shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3; + shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["ACTIVE"] = ShaderLanguage::TYPE_BOOL; + shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["RESTART"] = constt(ShaderLanguage::TYPE_BOOL); + shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4; + shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4; + shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT); + shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_INT); + shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4); + shader_modes[RS::SHADER_PARTICLES].functions["vertex"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT); + shader_modes[RS::SHADER_PARTICLES].functions["vertex"].can_discard = false; + + shader_modes[RS::SHADER_PARTICLES].modes.push_back("disable_force"); + shader_modes[RS::SHADER_PARTICLES].modes.push_back("disable_velocity"); + shader_modes[RS::SHADER_PARTICLES].modes.push_back("keep_data"); + + /************ SKY **************************/ + + shader_modes[RS::SHADER_SKY].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_SKY].functions["global"].built_ins["POSITION"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_SKY].functions["global"].built_ins["RADIANCE"] = constt(ShaderLanguage::TYPE_SAMPLERCUBE); + shader_modes[RS::SHADER_SKY].functions["global"].built_ins["AT_HALF_RES_PASS"] = constt(ShaderLanguage::TYPE_BOOL); + shader_modes[RS::SHADER_SKY].functions["global"].built_ins["AT_QUARTER_RES_PASS"] = constt(ShaderLanguage::TYPE_BOOL); + shader_modes[RS::SHADER_SKY].functions["global"].built_ins["AT_CUBEMAP_PASS"] = constt(ShaderLanguage::TYPE_BOOL); + shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT0_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL); + shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT0_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT0_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT0_COLOR"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT1_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL); + shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT1_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT1_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT1_COLOR"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT2_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL); + shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT2_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT2_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT2_COLOR"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT3_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL); + shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT3_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT3_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT3_COLOR"] = constt(ShaderLanguage::TYPE_VEC3); + + shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC3; + shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["EYEDIR"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2); + shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["SKY_COORDS"] = constt(ShaderLanguage::TYPE_VEC2); + shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["HALF_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4); + shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["QUARTER_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4); + + shader_modes[RS::SHADER_SKY].modes.push_back("use_half_res_pass"); + shader_modes[RS::SHADER_SKY].modes.push_back("use_quarter_res_pass"); + + shader_types.insert("spatial"); + shader_types.insert("canvas_item"); + shader_types.insert("particles"); + shader_types.insert("sky"); +} |