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authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-07-19 08:06:51 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-07-19 08:19:50 +0200
commitabc38b8d66360060296d792a8cf65c33c6010e8a (patch)
treebf453034e7d5f42393e24e1b9c66a7a991eb7346 /servers
parentb76dfde329592ecfd6f6b952082ae21859039e67 (diff)
Use C++11 raw literals for shader code to improve readability
In files that have lots of branching, `\t` was replaced with a tab character instead.
Diffstat (limited to 'servers')
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp25
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp25
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp13
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp18
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp8
5 files changed, 81 insertions, 8 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 706a75e641..add7016744 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
@@ -681,7 +681,19 @@ 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);
@@ -698,7 +710,16 @@ 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);
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
index 7709c8aadc..1cc1b9e040 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -671,7 +671,19 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
//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);
@@ -687,7 +699,16 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
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);
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 1e3dbe69a3..6a66e9fa01 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -2570,8 +2570,19 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
default_canvas_group_shader = storage->shader_allocate();
storage->shader_initialize(default_canvas_group_shader);
- storage->shader_set_code(default_canvas_group_shader, "shader_type canvas_item; \nvoid fragment() {\n\tvec4 c = textureLod(SCREEN_TEXTURE,SCREEN_UV,0.0); if (c.a > 0.0001) c.rgb/=c.a; COLOR *= c; \n}\n");
+ storage->shader_set_code(default_canvas_group_shader, R"(
+shader_type canvas_item;
+void fragment() {
+ vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
+
+ if (c.a > 0.0001) {
+ c.rgb /= c.a;
+ }
+
+ COLOR *= c;
+}
+)");
default_canvas_group_material = storage->material_allocate();
storage->material_initialize(default_canvas_group_material);
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
index e701219617..bc1603a219 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
@@ -757,7 +757,13 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
sky_shader.default_shader = storage->shader_allocate();
storage->shader_initialize(sky_shader.default_shader);
- storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void sky() { COLOR = vec3(0.0); } \n");
+ storage->shader_set_code(sky_shader.default_shader, R"(
+shader_type sky;
+
+void sky() {
+ COLOR = vec3(0.0);
+}
+)");
sky_shader.default_material = storage->material_allocate();
storage->material_initialize(sky_shader.default_material);
@@ -838,7 +844,15 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
sky_scene_state.fog_shader = storage->shader_allocate();
storage->shader_initialize(sky_scene_state.fog_shader);
- storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void sky() { COLOR = clear_color.rgb; } \n");
+ storage->shader_set_code(sky_scene_state.fog_shader, R"(
+shader_type sky;
+
+uniform vec4 clear_color;
+
+void sky() {
+ COLOR = clear_color.rgb;
+}
+)");
sky_scene_state.fog_material = storage->material_allocate();
storage->material_initialize(sky_scene_state.fog_material);
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index 8e79f33dfa..2657fa3ae8 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -9388,7 +9388,13 @@ RendererStorageRD::RendererStorageRD() {
// default material and shader for particles shader
particles_shader.default_shader = shader_allocate();
shader_initialize(particles_shader.default_shader);
- shader_set_code(particles_shader.default_shader, "shader_type particles; void process() { COLOR = vec4(1.0); } \n");
+ shader_set_code(particles_shader.default_shader, R"(
+shader_type particles;
+
+void process() {
+ COLOR = vec4(1.0);
+}
+)");
particles_shader.default_material = material_allocate();
material_initialize(particles_shader.default_material);
material_set_shader(particles_shader.default_material, particles_shader.default_shader);