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Diffstat (limited to 'servers/visual/shader_types.cpp')
-rw-r--r-- | servers/visual/shader_types.cpp | 328 |
1 files changed, 0 insertions, 328 deletions
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp deleted file mode 100644 index 041ad799d0..0000000000 --- a/servers/visual/shader_types.cpp +++ /dev/null @@ -1,328 +0,0 @@ -/*************************************************************************/ -/* 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(VS::ShaderMode p_mode) { - - return shader_modes[p_mode].functions; -} - -const Vector<StringName> &ShaderTypes::get_modes(VS::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[VS::SHADER_SPATIAL].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT); - - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC3; - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3; - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3; - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["BINORMAL"] = ShaderLanguage::TYPE_VEC3; - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["POSITION"] = ShaderLanguage::TYPE_VEC4; - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2; - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["UV2"] = ShaderLanguage::TYPE_VEC2; - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4; - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_ID"] = constt(ShaderLanguage::TYPE_INT); - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4); - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].can_discard = false; - - //builtins - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4; - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["WORLD_NORMAL_MATRIX"] = ShaderLanguage::TYPE_MAT3; - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4; - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_MATRIX"] = ShaderLanguage::TYPE_MAT4; - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_NORMAL_MATRIX"] = ShaderLanguage::TYPE_MAT3; - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL); - - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VERTEX"] = constt(ShaderLanguage::TYPE_VEC3); - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4); - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["FRONT_FACING"] = constt(ShaderLanguage::TYPE_BOOL); - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["BINORMAL"] = ShaderLanguage::TYPE_VEC3; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3); - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMALMAP"] = ShaderLanguage::TYPE_VEC3; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2); - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV2"] = constt(ShaderLanguage::TYPE_VEC2); - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4); - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["METALLIC"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SPECULAR"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["RIM"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["RIM_TINT"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["CLEARCOAT"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["CLEARCOAT_GLOSS"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY_FLOW"] = ShaderLanguage::TYPE_VEC2; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TRANSMISSION"] = ShaderLanguage::TYPE_VEC3; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["AO"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["AO_LIGHT_AFFECT"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["EMISSION"] = ShaderLanguage::TYPE_VEC3; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2); - - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL); - - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_NORMAL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT3); - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].can_discard = true; - - shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); - shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); - shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); - shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); - shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); - shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); - - shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4); - shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["NORMAL"] = constt(ShaderLanguage::TYPE_VEC3); - shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2); - shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["UV2"] = constt(ShaderLanguage::TYPE_VEC2); - shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3); - shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT"] = constt(ShaderLanguage::TYPE_VEC3); - shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC3); - shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ATTENUATION"] = constt(ShaderLanguage::TYPE_VEC3); - shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ALBEDO"] = constt(ShaderLanguage::TYPE_VEC3); - shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["TRANSMISSION"] = constt(ShaderLanguage::TYPE_VEC3); - shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ROUGHNESS"] = constt(ShaderLanguage::TYPE_FLOAT); - shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["DIFFUSE_LIGHT"] = ShaderLanguage::TYPE_VEC3; - shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3; - shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL); - shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT; - - shader_modes[VS::SHADER_SPATIAL].functions["light"].can_discard = true; - - //order used puts first enum mode (default) first - shader_modes[VS::SHADER_SPATIAL].modes.push_back("blend_mix"); - shader_modes[VS::SHADER_SPATIAL].modes.push_back("blend_add"); - shader_modes[VS::SHADER_SPATIAL].modes.push_back("blend_sub"); - shader_modes[VS::SHADER_SPATIAL].modes.push_back("blend_mul"); - - shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_draw_opaque"); - shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_draw_always"); - shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_draw_never"); - - shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_prepass_alpha"); - - shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_test_disabled"); - - shader_modes[VS::SHADER_SPATIAL].modes.push_back("cull_back"); - shader_modes[VS::SHADER_SPATIAL].modes.push_back("cull_front"); - shader_modes[VS::SHADER_SPATIAL].modes.push_back("cull_disabled"); - - shader_modes[VS::SHADER_SPATIAL].modes.push_back("unshaded"); - shader_modes[VS::SHADER_SPATIAL].modes.push_back("wireframe"); - - shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_lambert"); - shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_lambert_wrap"); - shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_oren_nayar"); - shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_burley"); - shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_toon"); - - shader_modes[VS::SHADER_SPATIAL].modes.push_back("specular_schlick_ggx"); - shader_modes[VS::SHADER_SPATIAL].modes.push_back("specular_blinn"); - shader_modes[VS::SHADER_SPATIAL].modes.push_back("specular_phong"); - shader_modes[VS::SHADER_SPATIAL].modes.push_back("specular_toon"); - shader_modes[VS::SHADER_SPATIAL].modes.push_back("specular_disabled"); - - shader_modes[VS::SHADER_SPATIAL].modes.push_back("skip_vertex_transform"); - shader_modes[VS::SHADER_SPATIAL].modes.push_back("world_vertex_coords"); - shader_modes[VS::SHADER_SPATIAL].modes.push_back("ensure_correct_normals"); - - shader_modes[VS::SHADER_SPATIAL].modes.push_back("shadows_disabled"); - shader_modes[VS::SHADER_SPATIAL].modes.push_back("ambient_light_disabled"); - shader_modes[VS::SHADER_SPATIAL].modes.push_back("shadow_to_opacity"); - - shader_modes[VS::SHADER_SPATIAL].modes.push_back("vertex_lighting"); - - /************ CANVAS ITEM **************************/ - - shader_modes[VS::SHADER_CANVAS_ITEM].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT); - - shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC2; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT; - - shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["CANVAS_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["SCREEN_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].can_discard = false; - - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC2; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SHADOW_VERTEX"] = ShaderLanguage::TYPE_VEC2; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["LIGHT_VERTEX"] = ShaderLanguage::TYPE_VEC3; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMALMAP"] = ShaderLanguage::TYPE_VEC3; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SPECULAR_SHININESS_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SPECULAR_SHININESS"] = constt(ShaderLanguage::TYPE_VEC4); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].can_discard = true; - - shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["NORMAL"] = constt(ShaderLanguage::TYPE_VEC3); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SPECULAR_SHININESS"] = constt(ShaderLanguage::TYPE_VEC4); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC4); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_POSITION"] = constt(ShaderLanguage::TYPE_VEC3); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_VERTEX"] = constt(ShaderLanguage::TYPE_VEC3); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT"] = ShaderLanguage::TYPE_VEC4; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SHADOW_MODULATE"] = ShaderLanguage::TYPE_VEC4; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2); - shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].can_discard = true; - - shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("skip_vertex_transform"); - - shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_mix"); - shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_add"); - shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_sub"); - shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_mul"); - shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_premul_alpha"); - shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_disabled"); - - shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("unshaded"); - shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("light_only"); - - /************ PARTICLES **************************/ - - shader_modes[VS::SHADER_PARTICLES].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT); - shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4; - shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3; - shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["ACTIVE"] = ShaderLanguage::TYPE_BOOL; - shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["RESTART"] = constt(ShaderLanguage::TYPE_BOOL); - shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4; - shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4; - shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT); - shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT); - shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT); - shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_INT); - shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4); - shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT); - shader_modes[VS::SHADER_PARTICLES].functions["vertex"].can_discard = false; - - shader_modes[VS::SHADER_PARTICLES].modes.push_back("disable_force"); - shader_modes[VS::SHADER_PARTICLES].modes.push_back("disable_velocity"); - shader_modes[VS::SHADER_PARTICLES].modes.push_back("keep_data"); - - /************ SKY **************************/ - - shader_modes[VS::SHADER_SKY].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT); - shader_modes[VS::SHADER_SKY].functions["global"].built_ins["POSITION"] = constt(ShaderLanguage::TYPE_VEC3); - shader_modes[VS::SHADER_SKY].functions["global"].built_ins["RADIANCE"] = constt(ShaderLanguage::TYPE_SAMPLERCUBE); - shader_modes[VS::SHADER_SKY].functions["global"].built_ins["AT_HALF_RES_PASS"] = constt(ShaderLanguage::TYPE_BOOL); - shader_modes[VS::SHADER_SKY].functions["global"].built_ins["AT_QUARTER_RES_PASS"] = constt(ShaderLanguage::TYPE_BOOL); - shader_modes[VS::SHADER_SKY].functions["global"].built_ins["AT_CUBEMAP_PASS"] = constt(ShaderLanguage::TYPE_BOOL); - shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT0_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL); - shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT0_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3); - shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT0_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT); - shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT0_COLOR"] = constt(ShaderLanguage::TYPE_VEC3); - shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT1_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL); - shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT1_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3); - shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT1_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT); - shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT1_COLOR"] = constt(ShaderLanguage::TYPE_VEC3); - shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT2_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL); - shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT2_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3); - shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT2_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT); - shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT2_COLOR"] = constt(ShaderLanguage::TYPE_VEC3); - shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT3_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL); - shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT3_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3); - shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT3_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT); - shader_modes[VS::SHADER_SKY].functions["global"].built_ins["LIGHT3_COLOR"] = constt(ShaderLanguage::TYPE_VEC3); - - shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC3; - shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["EYEDIR"] = constt(ShaderLanguage::TYPE_VEC3); - shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2); - shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["SKY_COORDS"] = constt(ShaderLanguage::TYPE_VEC2); - shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["HALF_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4); - shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["QUARTER_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4); - - shader_modes[VS::SHADER_SKY].modes.push_back("use_half_res_pass"); - shader_modes[VS::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"); -} |