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diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp
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+/*************************************************************************/
+/* shader_compiler_gles2.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_compiler_gles2.h"
+#ifdef GLES2_BACKEND_ENABLED
+
+#include "core/os/os.h"
+
+//#ifdef GODOT_3
+
+#ifdef GODOT_3
+#include "core/project_settings.h"
+#include "core/string_buffer.h"
+#include "core/string_builder.h"
+#else
+#include "core/config/project_settings.h"
+#include "core/string/string_buffer.h"
+#include "core/string/string_builder.h"
+
+#endif
+
+#define SL ShaderLanguage
+
+static String _mktab(int p_level) {
+ String tb;
+ for (int i = 0; i < p_level; i++) {
+ tb += "\t";
+ }
+
+ return tb;
+}
+
+static String _typestr(SL::DataType p_type) {
+ return ShaderLanguage::get_datatype_name(p_type);
+}
+
+static String _prestr(SL::DataPrecision p_pres) {
+ switch (p_pres) {
+ case SL::PRECISION_LOWP:
+ return "lowp ";
+ case SL::PRECISION_MEDIUMP:
+ return "mediump ";
+ case SL::PRECISION_HIGHP:
+ return "highp ";
+ case SL::PRECISION_DEFAULT:
+ return "";
+ }
+ return "";
+}
+
+static String _qualstr(SL::ArgumentQualifier p_qual) {
+ switch (p_qual) {
+ case SL::ARGUMENT_QUALIFIER_IN:
+ return "in ";
+ case SL::ARGUMENT_QUALIFIER_OUT:
+ return "out ";
+ case SL::ARGUMENT_QUALIFIER_INOUT:
+ return "inout ";
+ }
+ return "";
+}
+
+static String _opstr(SL::Operator p_op) {
+ return SL::get_operator_text(p_op);
+}
+
+static String _mkid(const String &p_id) {
+ String id = "m_" + p_id.replace("__", "_dus_");
+ return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
+}
+
+static String f2sp0(float p_float) {
+ String num = rtoss(p_float);
+ if (num.find(".") == -1 && num.find("e") == -1) {
+ num += ".0";
+ }
+ return num;
+}
+
+static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) {
+ switch (p_type) {
+ case SL::TYPE_BOOL:
+ return p_values[0].boolean ? "true" : "false";
+ case SL::TYPE_BVEC2:
+ case SL::TYPE_BVEC3:
+ case SL::TYPE_BVEC4: {
+ StringBuffer<> text;
+
+ text += "bvec";
+ text += itos(p_type - SL::TYPE_BOOL + 1);
+ text += "(";
+
+ for (int i = 0; i < p_values.size(); i++) {
+ if (i > 0)
+ text += ",";
+
+ text += p_values[i].boolean ? "true" : "false";
+ }
+ text += ")";
+ return text.as_string();
+ }
+
+ // GLSL ES 2 doesn't support uints, so we just use signed ints instead...
+ case SL::TYPE_UINT:
+ return itos(p_values[0].uint);
+ case SL::TYPE_UVEC2:
+ case SL::TYPE_UVEC3:
+ case SL::TYPE_UVEC4: {
+ StringBuffer<> text;
+
+ text += "ivec";
+ text += itos(p_type - SL::TYPE_UINT + 1);
+ text += "(";
+
+ for (int i = 0; i < p_values.size(); i++) {
+ if (i > 0)
+ text += ",";
+
+ text += itos(p_values[i].uint);
+ }
+ text += ")";
+ return text.as_string();
+
+ } break;
+
+ case SL::TYPE_INT:
+ return itos(p_values[0].sint);
+ case SL::TYPE_IVEC2:
+ case SL::TYPE_IVEC3:
+ case SL::TYPE_IVEC4: {
+ StringBuffer<> text;
+
+ text += "ivec";
+ text += itos(p_type - SL::TYPE_INT + 1);
+ text += "(";
+
+ for (int i = 0; i < p_values.size(); i++) {
+ if (i > 0)
+ text += ",";
+
+ text += itos(p_values[i].sint);
+ }
+ text += ")";
+ return text.as_string();
+
+ } break;
+ case SL::TYPE_FLOAT:
+ return f2sp0(p_values[0].real);
+ case SL::TYPE_VEC2:
+ case SL::TYPE_VEC3:
+ case SL::TYPE_VEC4: {
+ StringBuffer<> text;
+
+ text += "vec";
+ text += itos(p_type - SL::TYPE_FLOAT + 1);
+ text += "(";
+
+ for (int i = 0; i < p_values.size(); i++) {
+ if (i > 0)
+ text += ",";
+
+ text += f2sp0(p_values[i].real);
+ }
+ text += ")";
+ return text.as_string();
+
+ } break;
+ case SL::TYPE_MAT2:
+ case SL::TYPE_MAT3:
+ case SL::TYPE_MAT4: {
+ StringBuffer<> text;
+
+ text += "mat";
+ text += itos(p_type - SL::TYPE_MAT2 + 2);
+ text += "(";
+
+ for (int i = 0; i < p_values.size(); i++) {
+ if (i > 0)
+ text += ",";
+
+ text += f2sp0(p_values[i].real);
+ }
+ text += ")";
+ return text.as_string();
+
+ } break;
+ default:
+ ERR_FAIL_V(String());
+ }
+}
+
+void ShaderCompilerGLES2::_dump_function_deps(SL::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, StringBuilder &r_to_add, Set<StringName> &r_added) {
+ int fidx = -1;
+
+ for (int i = 0; i < p_node->functions.size(); i++) {
+ if (p_node->functions[i].name == p_for_func) {
+ fidx = i;
+ break;
+ }
+ }
+
+ ERR_FAIL_COND(fidx == -1);
+
+ for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) {
+ if (r_added.has(E->get())) {
+ continue;
+ }
+
+ _dump_function_deps(p_node, E->get(), p_func_code, r_to_add, r_added);
+
+ SL::FunctionNode *fnode = NULL;
+
+ for (int i = 0; i < p_node->functions.size(); i++) {
+ if (p_node->functions[i].name == E->get()) {
+ fnode = p_node->functions[i].function;
+ break;
+ }
+ }
+
+ ERR_FAIL_COND(!fnode);
+
+ r_to_add += "\n";
+
+ StringBuffer<128> header;
+
+ header += _typestr(fnode->return_type);
+ header += " ";
+ header += _mkid(fnode->name);
+ header += "(";
+
+ for (int i = 0; i < fnode->arguments.size(); i++) {
+ if (i > 0)
+ header += ", ";
+
+ header += _qualstr(fnode->arguments[i].qualifier);
+ header += _prestr(fnode->arguments[i].precision);
+ header += _typestr(fnode->arguments[i].type);
+ header += " ";
+ header += _mkid(fnode->arguments[i].name);
+ }
+
+ header += ")\n";
+ r_to_add += header.as_string();
+ r_to_add += p_func_code[E->get()];
+
+ r_added.insert(E->get());
+ }
+}
+
+String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_use_scope) {
+ StringBuilder code;
+
+ switch (p_node->type) {
+ default: {
+ } break;
+ case SL::Node::TYPE_SHADER: {
+ SL::ShaderNode *snode = (SL::ShaderNode *)p_node;
+
+ for (int i = 0; i < snode->render_modes.size(); i++) {
+ if (p_default_actions.render_mode_defines.has(snode->render_modes[i]) && !used_rmode_defines.has(snode->render_modes[i])) {
+ r_gen_code.custom_defines.push_back(p_default_actions.render_mode_defines[snode->render_modes[i]].utf8());
+ used_rmode_defines.insert(snode->render_modes[i]);
+ }
+
+ if (p_actions.render_mode_flags.has(snode->render_modes[i])) {
+ *p_actions.render_mode_flags[snode->render_modes[i]] = true;
+ }
+
+ if (p_actions.render_mode_values.has(snode->render_modes[i])) {
+ Pair<int *, int> &p = p_actions.render_mode_values[snode->render_modes[i]];
+ *p.first = p.second;
+ }
+ }
+
+ int max_texture_uniforms = 0;
+ int max_uniforms = 0;
+
+ for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->uniforms.front(); E; E = E->next()) {
+ if (SL::is_sampler_type(E->get().type))
+ max_texture_uniforms++;
+ else
+ max_uniforms++;
+ }
+
+ r_gen_code.texture_uniforms.resize(max_texture_uniforms);
+ r_gen_code.texture_hints.resize(max_texture_uniforms);
+
+ r_gen_code.uniforms.resize(max_uniforms + max_texture_uniforms);
+
+ StringBuilder vertex_global;
+ StringBuilder fragment_global;
+
+ // uniforms
+
+ for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->uniforms.front(); E; E = E->next()) {
+ StringBuffer<> uniform_code;
+
+ // use highp if no precision is specified to prevent different default values in fragment and vertex shader
+ SL::DataPrecision precision = E->get().precision;
+ if (precision == SL::PRECISION_DEFAULT && E->get().type != SL::TYPE_BOOL) {
+ precision = SL::PRECISION_HIGHP;
+ }
+
+ uniform_code += "uniform ";
+ uniform_code += _prestr(precision);
+ uniform_code += _typestr(E->get().type);
+ uniform_code += " ";
+ uniform_code += _mkid(E->key());
+ uniform_code += ";\n";
+
+ if (SL::is_sampler_type(E->get().type)) {
+ r_gen_code.texture_uniforms.write[E->get().texture_order] = E->key();
+ r_gen_code.texture_hints.write[E->get().texture_order] = E->get().hint;
+ } else {
+ r_gen_code.uniforms.write[E->get().order] = E->key();
+ }
+
+ vertex_global += uniform_code.as_string();
+ fragment_global += uniform_code.as_string();
+
+ p_actions.uniforms->insert(E->key(), E->get());
+ }
+
+ // varyings
+
+ for (Map<StringName, SL::ShaderNode::Varying>::Element *E = snode->varyings.front(); E; E = E->next()) {
+ StringBuffer<> varying_code;
+
+ varying_code += "varying ";
+ varying_code += _prestr(E->get().precision);
+ varying_code += _typestr(E->get().type);
+ varying_code += " ";
+ varying_code += _mkid(E->key());
+ if (E->get().array_size > 0) {
+ varying_code += "[";
+ varying_code += itos(E->get().array_size);
+ varying_code += "]";
+ }
+ varying_code += ";\n";
+
+ String final_code = varying_code.as_string();
+
+ vertex_global += final_code;
+ fragment_global += final_code;
+ }
+
+ // constants
+
+ for (int i = 0; i < snode->vconstants.size(); i++) {
+ String gcode;
+ gcode += "const ";
+ gcode += _prestr(snode->vconstants[i].precision);
+ gcode += _typestr(snode->vconstants[i].type);
+ gcode += " " + _mkid(String(snode->vconstants[i].name));
+ gcode += "=";
+ gcode += _dump_node_code(snode->vconstants[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ gcode += ";\n";
+ vertex_global += gcode;
+ fragment_global += gcode;
+ }
+
+ // functions
+
+ Map<StringName, String> function_code;
+
+ for (int i = 0; i < snode->functions.size(); i++) {
+ SL::FunctionNode *fnode = snode->functions[i].function;
+ current_func_name = fnode->name;
+ function_code[fnode->name] = _dump_node_code(fnode->body, 1, r_gen_code, p_actions, p_default_actions, p_assigning);
+ }
+
+ Set<StringName> added_vertex;
+ Set<StringName> added_fragment;
+
+ for (int i = 0; i < snode->functions.size(); i++) {
+ SL::FunctionNode *fnode = snode->functions[i].function;
+
+ current_func_name = fnode->name;
+
+ if (fnode->name == vertex_name) {
+ _dump_function_deps(snode, fnode->name, function_code, vertex_global, added_vertex);
+ r_gen_code.vertex = function_code[vertex_name];
+
+ } else if (fnode->name == fragment_name) {
+ _dump_function_deps(snode, fnode->name, function_code, fragment_global, added_fragment);
+ r_gen_code.fragment = function_code[fragment_name];
+
+ } else if (fnode->name == light_name) {
+ _dump_function_deps(snode, fnode->name, function_code, fragment_global, added_fragment);
+ r_gen_code.light = function_code[light_name];
+ }
+ }
+
+ r_gen_code.vertex_global = vertex_global.as_string();
+ r_gen_code.fragment_global = fragment_global.as_string();
+
+ } break;
+
+ case SL::Node::TYPE_FUNCTION: {
+ } break;
+
+ case SL::Node::TYPE_BLOCK: {
+ SL::BlockNode *bnode = (SL::BlockNode *)p_node;
+
+ if (!bnode->single_statement) {
+ code += _mktab(p_level - 1);
+ code += "{\n";
+ }
+
+ for (int i = 0; i < bnode->statements.size(); i++) {
+ String statement_code = _dump_node_code(bnode->statements[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+
+ if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->single_statement) {
+ code += statement_code;
+ } else {
+ code += _mktab(p_level);
+ code += statement_code;
+ code += ";\n";
+ }
+ }
+
+ if (!bnode->single_statement) {
+ code += _mktab(p_level - 1);
+ code += "}\n";
+ }
+ } break;
+
+ case SL::Node::TYPE_VARIABLE_DECLARATION: {
+ SL::VariableDeclarationNode *var_dec_node = (SL::VariableDeclarationNode *)p_node;
+
+ StringBuffer<> declaration;
+ if (var_dec_node->is_const) {
+ declaration += "const ";
+ }
+ declaration += _prestr(var_dec_node->precision);
+ declaration += _typestr(var_dec_node->datatype);
+
+ for (int i = 0; i < var_dec_node->declarations.size(); i++) {
+ if (i > 0) {
+ declaration += ",";
+ }
+
+ declaration += " ";
+
+ declaration += _mkid(var_dec_node->declarations[i].name);
+
+ if (var_dec_node->declarations[i].initializer) {
+ declaration += " = ";
+ declaration += _dump_node_code(var_dec_node->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ }
+ }
+
+ code += declaration.as_string();
+ } break;
+
+ case SL::Node::TYPE_VARIABLE: {
+ SL::VariableNode *var_node = (SL::VariableNode *)p_node;
+
+ if (p_assigning && p_actions.write_flag_pointers.has(var_node->name)) {
+ *p_actions.write_flag_pointers[var_node->name] = true;
+ }
+
+ if (p_default_actions.usage_defines.has(var_node->name) && !used_name_defines.has(var_node->name)) {
+ String define = p_default_actions.usage_defines[var_node->name];
+ String node_name = define.substr(1, define.length());
+
+ if (define.begins_with("@")) {
+ define = p_default_actions.usage_defines[node_name];
+ }
+
+ if (!used_name_defines.has(node_name)) {
+ r_gen_code.custom_defines.push_back(define.utf8());
+ }
+ used_name_defines.insert(var_node->name);
+ }
+
+ if (p_actions.usage_flag_pointers.has(var_node->name) && !used_flag_pointers.has(var_node->name)) {
+ *p_actions.usage_flag_pointers[var_node->name] = true;
+ used_flag_pointers.insert(var_node->name);
+ }
+
+ if (p_default_actions.renames.has(var_node->name)) {
+ code += p_default_actions.renames[var_node->name];
+ } else {
+ code += _mkid(var_node->name);
+ }
+
+ if (var_node->name == time_name) {
+ if (current_func_name == vertex_name) {
+ r_gen_code.uses_vertex_time = true;
+ }
+ if (current_func_name == fragment_name || current_func_name == light_name) {
+ r_gen_code.uses_fragment_time = true;
+ }
+ }
+ } break;
+ case SL::Node::TYPE_ARRAY_DECLARATION: {
+ SL::ArrayDeclarationNode *arr_dec_node = (SL::ArrayDeclarationNode *)p_node;
+
+ StringBuffer<> declaration;
+ declaration += _prestr(arr_dec_node->precision);
+ declaration += _typestr(arr_dec_node->datatype);
+
+ for (int i = 0; i < arr_dec_node->declarations.size(); i++) {
+ if (i > 0) {
+ declaration += ",";
+ }
+
+ declaration += " ";
+
+ declaration += _mkid(arr_dec_node->declarations[i].name);
+ declaration += "[";
+ declaration += itos(arr_dec_node->declarations[i].size);
+ declaration += "]";
+ }
+
+ code += declaration.as_string();
+ } break;
+ case SL::Node::TYPE_ARRAY: {
+ SL::ArrayNode *arr_node = (SL::ArrayNode *)p_node;
+
+ if (p_assigning && p_actions.write_flag_pointers.has(arr_node->name)) {
+ *p_actions.write_flag_pointers[arr_node->name] = true;
+ }
+
+ if (p_default_actions.usage_defines.has(arr_node->name) && !used_name_defines.has(arr_node->name)) {
+ String define = p_default_actions.usage_defines[arr_node->name];
+ String node_name = define.substr(1, define.length());
+
+ if (define.begins_with("@")) {
+ define = p_default_actions.usage_defines[node_name];
+ }
+
+ if (!used_name_defines.has(node_name)) {
+ r_gen_code.custom_defines.push_back(define.utf8());
+ }
+ used_name_defines.insert(arr_node->name);
+ }
+
+ if (p_actions.usage_flag_pointers.has(arr_node->name) && !used_flag_pointers.has(arr_node->name)) {
+ *p_actions.usage_flag_pointers[arr_node->name] = true;
+ used_flag_pointers.insert(arr_node->name);
+ }
+
+ if (p_default_actions.renames.has(arr_node->name)) {
+ code += p_default_actions.renames[arr_node->name];
+ } else {
+ code += _mkid(arr_node->name);
+ }
+
+ if (arr_node->call_expression != NULL) {
+ code += ".";
+ code += _dump_node_code(arr_node->call_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning, false);
+ }
+
+ if (arr_node->index_expression != NULL) {
+ code += "[";
+ code += _dump_node_code(arr_node->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += "]";
+ }
+
+ if (arr_node->name == time_name) {
+ if (current_func_name == vertex_name) {
+ r_gen_code.uses_vertex_time = true;
+ }
+ if (current_func_name == fragment_name || current_func_name == light_name) {
+ r_gen_code.uses_fragment_time = true;
+ }
+ }
+
+ } break;
+ case SL::Node::TYPE_CONSTANT: {
+ SL::ConstantNode *const_node = (SL::ConstantNode *)p_node;
+
+ return get_constant_text(const_node->datatype, const_node->values);
+ } break;
+
+ case SL::Node::TYPE_OPERATOR: {
+ SL::OperatorNode *op_node = (SL::OperatorNode *)p_node;
+
+ switch (op_node->op) {
+ case SL::OP_ASSIGN:
+ case SL::OP_ASSIGN_ADD:
+ case SL::OP_ASSIGN_SUB:
+ case SL::OP_ASSIGN_MUL:
+ case SL::OP_ASSIGN_DIV:
+ case SL::OP_ASSIGN_SHIFT_LEFT:
+ case SL::OP_ASSIGN_SHIFT_RIGHT:
+ case SL::OP_ASSIGN_BIT_AND:
+ case SL::OP_ASSIGN_BIT_OR:
+ case SL::OP_ASSIGN_BIT_XOR: {
+ code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true);
+ code += " ";
+ code += _opstr(op_node->op);
+ code += " ";
+ code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ } break;
+
+ case SL::OP_ASSIGN_MOD: {
+ String a = _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ String n = _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += a + " = " + n + " == 0 ? 0 : ";
+ code += a + " - " + n + " * (" + a + " / " + n + ")";
+ } break;
+
+ case SL::OP_BIT_INVERT:
+ case SL::OP_NEGATE:
+ case SL::OP_NOT:
+ case SL::OP_DECREMENT:
+ case SL::OP_INCREMENT: {
+ code += _opstr(op_node->op);
+ code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ } break;
+
+ case SL::OP_POST_DECREMENT:
+ case SL::OP_POST_INCREMENT: {
+ code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += _opstr(op_node->op);
+ } break;
+
+ case SL::OP_CALL:
+ case SL::OP_CONSTRUCT: {
+ ERR_FAIL_COND_V(op_node->arguments[0]->type != SL::Node::TYPE_VARIABLE, String());
+
+ SL::VariableNode *var_node = (SL::VariableNode *)op_node->arguments[0];
+
+ if (op_node->op == SL::OP_CONSTRUCT) {
+ code += var_node->name;
+ } else {
+ if (var_node->name == "texture") {
+ // emit texture call
+
+ if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2D) { // ||
+ // op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLEREXT) {
+ code += "texture2D";
+ } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) {
+ code += "textureCube";
+ }
+
+ } else if (var_node->name == "textureLod") {
+ // emit texture call
+
+ if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2D) {
+ code += "texture2DLod";
+ } else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) {
+ code += "textureCubeLod";
+ }
+
+ } else if (var_node->name == "mix") {
+ switch (op_node->arguments[3]->get_datatype()) {
+ case SL::TYPE_BVEC2: {
+ code += "select2";
+ } break;
+
+ case SL::TYPE_BVEC3: {
+ code += "select3";
+ } break;
+
+ case SL::TYPE_BVEC4: {
+ code += "select4";
+ } break;
+
+ case SL::TYPE_VEC2:
+ case SL::TYPE_VEC3:
+ case SL::TYPE_VEC4:
+ case SL::TYPE_FLOAT: {
+ code += "mix";
+ } break;
+
+ default: {
+ SL::DataType type = op_node->arguments[3]->get_datatype();
+ // FIXME: Proper error print or graceful handling
+ print_line(String("uhhhh invalid mix with type: ") + itos(type));
+ } break;
+ }
+
+ } else if (p_default_actions.renames.has(var_node->name)) {
+ code += p_default_actions.renames[var_node->name];
+ } else if (internal_functions.has(var_node->name)) {
+ code += var_node->name;
+ } else {
+ code += _mkid(var_node->name);
+ }
+ }
+
+ code += "(";
+
+ for (int i = 1; i < op_node->arguments.size(); i++) {
+ if (i > 1) {
+ code += ", ";
+ }
+
+ code += _dump_node_code(op_node->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ }
+
+ code += ")";
+
+ if (p_default_actions.usage_defines.has(var_node->name) && !used_name_defines.has(var_node->name)) {
+ String define = p_default_actions.usage_defines[var_node->name];
+ String node_name = define.substr(1, define.length());
+
+ if (define.begins_with("@")) {
+ define = p_default_actions.usage_defines[node_name];
+ }
+
+ if (!used_name_defines.has(node_name)) {
+ r_gen_code.custom_defines.push_back(define.utf8());
+ }
+ used_name_defines.insert(var_node->name);
+ }
+
+ } break;
+
+ case SL::OP_INDEX: {
+ code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += "[";
+ code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += "]";
+ } break;
+
+ case SL::OP_SELECT_IF: {
+ code += "(";
+ code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += " ? ";
+ code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += " : ";
+ code += _dump_node_code(op_node->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += ")";
+ } break;
+
+ case SL::OP_MOD: {
+ String a = _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ String n = _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += "(" + n + " == 0 ? 0 : ";
+ code += a + " - " + n + " * (" + a + " / " + n + "))";
+ } break;
+
+ default: {
+ if (p_use_scope) {
+ code += "(";
+ }
+ code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += " ";
+ code += _opstr(op_node->op);
+ code += " ";
+ code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ if (p_use_scope) {
+ code += ")";
+ }
+ } break;
+ }
+ } break;
+
+ case SL::Node::TYPE_CONTROL_FLOW: {
+ SL::ControlFlowNode *cf_node = (SL::ControlFlowNode *)p_node;
+
+ if (cf_node->flow_op == SL::FLOW_OP_IF) {
+ code += _mktab(p_level);
+ code += "if (";
+ code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += ")\n";
+ code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
+
+ if (cf_node->blocks.size() == 2) {
+ code += _mktab(p_level);
+ code += "else\n";
+ code += _dump_node_code(cf_node->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
+ }
+ } else if (cf_node->flow_op == SL::FLOW_OP_DO) {
+ code += _mktab(p_level);
+ code += "do";
+ code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += _mktab(p_level);
+ code += "while (";
+ code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += ");";
+ } else if (cf_node->flow_op == SL::FLOW_OP_WHILE) {
+ code += _mktab(p_level);
+ code += "while (";
+ code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += ")\n";
+ code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
+ } else if (cf_node->flow_op == SL::FLOW_OP_FOR) {
+ code += _mktab(p_level);
+ code += "for (";
+ code += _dump_node_code(cf_node->blocks[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += "; ";
+ code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += "; ";
+ code += _dump_node_code(cf_node->expressions[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += ")\n";
+
+ code += _dump_node_code(cf_node->blocks[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+
+ } else if (cf_node->flow_op == SL::FLOW_OP_RETURN) {
+ code += _mktab(p_level);
+ code += "return";
+
+ if (cf_node->expressions.size()) {
+ code += " ";
+ code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ }
+ code += ";\n";
+ } else if (cf_node->flow_op == SL::FLOW_OP_DISCARD) {
+ if (p_actions.usage_flag_pointers.has("DISCARD") && !used_flag_pointers.has("DISCARD")) {
+ *p_actions.usage_flag_pointers["DISCARD"] = true;
+ used_flag_pointers.insert("DISCARD");
+ }
+ code += "discard;";
+ } else if (cf_node->flow_op == SL::FLOW_OP_CONTINUE) {
+ code += "continue;";
+ } else if (cf_node->flow_op == SL::FLOW_OP_BREAK) {
+ code += "break;";
+ }
+ } break;
+
+ case SL::Node::TYPE_MEMBER: {
+ SL::MemberNode *member_node = (SL::MemberNode *)p_node;
+ code += _dump_node_code(member_node->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ code += ".";
+ code += member_node->name;
+ } break;
+ }
+
+ return code.as_string();
+}
+
+ShaderLanguage::DataType ShaderCompilerGLES2::_get_variable_type(const StringName &p_type) {
+ // RS::GlobalVariableType gvt = ((RasterizerStorageRD *)(RendererStorage::base_singleton))->global_variable_get_type_internal(p_type);
+ RS::GlobalVariableType gvt = RS::GLOBAL_VAR_TYPE_MAX;
+ return RS::global_variable_type_get_shader_datatype(gvt);
+}
+
+Error ShaderCompilerGLES2::compile(GD_VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
+
+ ShaderLanguage::VaryingFunctionNames var_names;
+
+ Error err = parser.compile(p_code, ShaderTypes::get_singleton()->get_functions(p_mode), ShaderTypes::get_singleton()->get_modes(p_mode), var_names, ShaderTypes::get_singleton()->get_types(), _get_variable_type);
+
+ // Error ShaderLanguage::compile(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func) {
+ if (err != OK) {
+ Vector<String> shader = p_code.split("\n");
+ for (int i = 0; i < shader.size(); i++) {
+ print_line(itos(i + 1) + " " + shader[i]);
+ }
+
+ _err_print_error(NULL, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER);
+ return err;
+ }
+
+ r_gen_code.custom_defines.clear();
+ r_gen_code.uniforms.clear();
+ r_gen_code.texture_uniforms.clear();
+ r_gen_code.texture_hints.clear();
+ r_gen_code.vertex = String();
+ r_gen_code.vertex_global = String();
+ r_gen_code.fragment = String();
+ r_gen_code.fragment_global = String();
+ r_gen_code.light = String();
+ r_gen_code.uses_fragment_time = false;
+ r_gen_code.uses_vertex_time = false;
+
+ used_name_defines.clear();
+ used_rmode_defines.clear();
+ used_flag_pointers.clear();
+
+ _dump_node_code(parser.get_shader(), 1, r_gen_code, *p_actions, actions[p_mode], false);
+
+ return OK;
+}
+
+ShaderCompilerGLES2::ShaderCompilerGLES2() {
+ /** CANVAS ITEM SHADER **/
+
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv";
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "point_size";
+
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] = "extra_matrix_instance";
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time";
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass";
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom";
+
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["MODULATE"] = "final_modulate";
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture";
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord";
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
+
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color";
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv";
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light";
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color";
+ actions[GD_VS::SHADER_CANVAS_ITEM].renames["SHADOW_VEC"] = "shadow_vec";
+
+ actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
+ actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["MODULATE"] = "#define MODULATE_USED\n";
+ actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
+ actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
+ actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
+ actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
+ actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
+ actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
+ actions[GD_VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
+ actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_VEC"] = "#define SHADOW_VEC_USED\n";
+
+ // Ported from GLES3
+
+ actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["sinh"] = "#define SINH_USED\n";
+ actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["cosh"] = "#define COSH_USED\n";
+ actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["tanh"] = "#define TANH_USED\n";
+ actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["asinh"] = "#define ASINH_USED\n";
+ actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["acosh"] = "#define ACOSH_USED\n";
+ actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["atanh"] = "#define ATANH_USED\n";
+ actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["determinant"] = "#define DETERMINANT_USED\n";
+ actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["transpose"] = "#define TRANSPOSE_USED\n";
+ actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n";
+ actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["round"] = "#define ROUND_USED\n";
+ actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n";
+ actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["inverse"] = "#define INVERSE_USED\n";
+ actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["isinf"] = "#define IS_INF_USED\n";
+ actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["isnan"] = "#define IS_NAN_USED\n";
+ actions[GD_VS::SHADER_CANVAS_ITEM].usage_defines["trunc"] = "#define TRUNC_USED\n";
+
+ /** SPATIAL SHADER **/
+
+ actions[GD_VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
+ actions[GD_VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
+ actions[GD_VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
+ actions[GD_VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
+ actions[GD_VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "projection_inverse_matrix";
+ actions[GD_VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
+
+ actions[GD_VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
+ actions[GD_VS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
+ actions[GD_VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
+ actions[GD_VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
+ actions[GD_VS::SHADER_SPATIAL].renames["POSITION"] = "position";
+ actions[GD_VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
+ actions[GD_VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
+ actions[GD_VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
+ actions[GD_VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "point_size";
+ // gl_InstanceID is not available in OpenGL ES 2.0
+ actions[GD_VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0";
+
+ //builtins
+
+ actions[GD_VS::SHADER_SPATIAL].renames["TIME"] = "time";
+ actions[GD_VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size";
+
+ actions[GD_VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
+ actions[GD_VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing";
+ actions[GD_VS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap";
+ actions[GD_VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
+ actions[GD_VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
+ actions[GD_VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
+ actions[GD_VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
+ actions[GD_VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
+ actions[GD_VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
+ actions[GD_VS::SHADER_SPATIAL].renames["RIM"] = "rim";
+ actions[GD_VS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint";
+ actions[GD_VS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat";
+ actions[GD_VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
+ actions[GD_VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
+ actions[GD_VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
+ actions[GD_VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
+ actions[GD_VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
+ actions[GD_VS::SHADER_SPATIAL].renames["AO"] = "ao";
+ actions[GD_VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
+ actions[GD_VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
+ actions[GD_VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
+ actions[GD_VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
+ actions[GD_VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
+ actions[GD_VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
+ actions[GD_VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_texture";
+ // Defined in GLES3, but not available in GLES2
+ //actions[GD_VS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth";
+ actions[GD_VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
+ actions[GD_VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
+
+ //for light
+ actions[GD_VS::SHADER_SPATIAL].renames["VIEW"] = "view";
+ actions[GD_VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
+ actions[GD_VS::SHADER_SPATIAL].renames["LIGHT"] = "light";
+ actions[GD_VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
+ actions[GD_VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
+ actions[GD_VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
+
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
+
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["DEPTH_TEXTURE"] = "#define DEPTH_TEXTURE_USED\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
+
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
+
+ // Ported from GLES3
+
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["sinh"] = "#define SINH_USED\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["cosh"] = "#define COSH_USED\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["tanh"] = "#define TANH_USED\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["asinh"] = "#define ASINH_USED\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["acosh"] = "#define ACOSH_USED\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["atanh"] = "#define ATANH_USED\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["determinant"] = "#define DETERMINANT_USED\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["transpose"] = "#define TRANSPOSE_USED\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["round"] = "#define ROUND_USED\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["inverse"] = "#define INVERSE_USED\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["isinf"] = "#define IS_INF_USED\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["isnan"] = "#define IS_NAN_USED\n";
+ actions[GD_VS::SHADER_SPATIAL].usage_defines["trunc"] = "#define TRUNC_USED\n";
+
+ actions[GD_VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
+ actions[GD_VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
+
+ // Defined in GLES3, could be implemented in GLES2 too if there's a need for it
+ //actions[GD_VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
+ // Defined in GLES3, might not be possible in GLES2 as gl_FrontFacing is not available
+ //actions[GD_VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
+ //actions[GD_VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
+
+ bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
+
+ if (!force_lambert) {
+ actions[GD_VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
+ }
+
+ actions[GD_VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
+ actions[GD_VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
+ actions[GD_VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
+
+ bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
+
+ if (!force_blinn) {
+ actions[GD_VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
+ } else {
+ actions[GD_VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
+ }
+
+ actions[GD_VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
+ actions[GD_VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
+ actions[GD_VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
+ actions[GD_VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
+ actions[GD_VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
+ actions[GD_VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
+ actions[GD_VS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
+
+ // No defines for particle shaders in GLES2, there are no GPU particles
+
+ vertex_name = "vertex";
+ fragment_name = "fragment";
+ light_name = "light";
+ time_name = "TIME";
+
+ List<String> func_list;
+
+ ShaderLanguage::get_builtin_funcs(&func_list);
+
+ for (List<String>::Element *E = func_list.front(); E; E = E->next()) {
+ internal_functions.insert(E->get());
+ }
+}
+
+#endif // GLES2_BACKEND_ENABLED