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author | Rémi Verschelde <remi@verschelde.fr> | 2021-07-20 10:05:13 +0200 |
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committer | GitHub <noreply@github.com> | 2021-07-20 10:05:13 +0200 |
commit | 394191c02fedb0b3ff19ecf7410a85fe3f5cc691 (patch) | |
tree | 257ad8a4ad03ccba9f53dc713d69044c445830d5 /servers/rendering/renderer_rd/forward_clustered | |
parent | b4baec08cf4e623fe3caa03130fda8d366538c9e (diff) | |
parent | abc38b8d66360060296d792a8cf65c33c6010e8a (diff) |
Merge pull request #50605 from Calinou/tweak-shader-code-style
Use C++11 raw literals for shader code to improve readability
Diffstat (limited to 'servers/rendering/renderer_rd/forward_clustered')
-rw-r--r-- | servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp | 25 |
1 files changed, 23 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index 5113a3d5db..333e87bdbd 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -683,7 +683,19 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin //default material and shader default_shader = storage->shader_allocate(); storage->shader_initialize(default_shader); - storage->shader_set_code(default_shader, "shader_type spatial; void vertex() { ROUGHNESS = 0.8; } void fragment() { ALBEDO=vec3(0.6); ROUGHNESS=0.8; METALLIC=0.2; } \n"); + storage->shader_set_code(default_shader, R"( +shader_type spatial; + +void vertex() { + ROUGHNESS = 0.8; +} + +void fragment() { + ALBEDO = vec3(0.6); + ROUGHNESS = 0.8; + METALLIC = 0.2; +} +)"); default_material = storage->material_allocate(); storage->material_initialize(default_material); storage->material_set_shader(default_material, default_shader); @@ -700,7 +712,16 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin overdraw_material_shader = storage->shader_allocate(); storage->shader_initialize(overdraw_material_shader); // Use relatively low opacity so that more "layers" of overlapping objects can be distinguished. - storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.1; }"); + storage->shader_set_code(overdraw_material_shader, R"( +shader_type spatial; + +render_mode blend_add, unshaded; + +void fragment() { + ALBEDO = vec3(0.4, 0.8, 0.8); + ALPHA = 0.1; +} +)"); overdraw_material = storage->material_allocate(); storage->material_initialize(overdraw_material); storage->material_set_shader(overdraw_material, overdraw_material_shader); |