summaryrefslogtreecommitdiff
path: root/drivers/gles3/shader_compiler_gles3.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'drivers/gles3/shader_compiler_gles3.cpp')
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp623
1 files changed, 297 insertions, 326 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index 260f1787c4..12934a82e7 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -35,8 +35,8 @@
static String _mktab(int p_level) {
String tb;
- for(int i=0;i<p_level;i++) {
- tb+="\t";
+ for (int i = 0; i < p_level; i++) {
+ tb += "\t";
}
return tb;
@@ -49,7 +49,7 @@ static String _typestr(SL::DataType p_type) {
static int _get_datatype_size(SL::DataType p_type) {
- switch(p_type) {
+ switch (p_type) {
case SL::TYPE_VOID: return 0;
case SL::TYPE_BOOL: return 4;
@@ -80,12 +80,9 @@ static int _get_datatype_size(SL::DataType p_type) {
ERR_FAIL_V(0);
}
-
-
static String _prestr(SL::DataPrecision p_pres) {
-
- switch(p_pres) {
+ switch (p_pres) {
case SL::PRECISION_LOWP: return "lowp ";
case SL::PRECISION_MEDIUMP: return "mediump ";
case SL::PRECISION_HIGHP: return "highp ";
@@ -94,89 +91,87 @@ static String _prestr(SL::DataPrecision p_pres) {
return "";
}
-
static String _opstr(SL::Operator p_op) {
return SL::get_operator_text(p_op);
}
-static String _mkid(const String& p_id) {
+static String _mkid(const String &p_id) {
- return "m_"+p_id;
+ return "m_" + p_id;
}
static String f2sp0(float p_float) {
- if (int(p_float)==p_float)
- return itos(p_float)+".0";
+ if (int(p_float) == p_float)
+ return itos(p_float) + ".0";
else
return rtoss(p_float);
}
-static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value>& p_values) {
+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";
+ 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: {
+ String text = "bvec" + itos(p_type - SL::TYPE_BOOL + 1) + "(";
+ for (int i = 0; i < p_values.size(); i++) {
+ if (i > 0)
+ text += ",";
- String text="bvec"+itos(p_type-SL::TYPE_BOOL+1)+"(";
- for(int i=0;i<p_values.size();i++) {
- if (i>0)
- text+=",";
-
- text+=p_values[i].boolean?"true":"false";
+ text += p_values[i].boolean ? "true" : "false";
}
- text+=")";
+ text += ")";
return text;
}
- case SL::TYPE_INT: return itos(p_values[0].sint);
+ case SL::TYPE_INT: return itos(p_values[0].sint);
case SL::TYPE_IVEC2:
case SL::TYPE_IVEC3:
case SL::TYPE_IVEC4: {
- String text="ivec"+itos(p_type-SL::TYPE_INT+1)+"(";
- for(int i=0;i<p_values.size();i++) {
- if (i>0)
- text+=",";
+ String text = "ivec" + itos(p_type - SL::TYPE_INT + 1) + "(";
+ for (int i = 0; i < p_values.size(); i++) {
+ if (i > 0)
+ text += ",";
- text+=itos(p_values[i].sint);
+ text += itos(p_values[i].sint);
}
- text+=")";
+ text += ")";
return text;
} break;
- case SL::TYPE_UINT: return itos(p_values[0].uint)+"u";
+ case SL::TYPE_UINT: return itos(p_values[0].uint) + "u";
case SL::TYPE_UVEC2:
case SL::TYPE_UVEC3:
- case SL::TYPE_UVEC4: {
+ case SL::TYPE_UVEC4: {
- String text="uvec"+itos(p_type-SL::TYPE_UINT+1)+"(";
- for(int i=0;i<p_values.size();i++) {
- if (i>0)
- text+=",";
+ String text = "uvec" + itos(p_type - SL::TYPE_UINT + 1) + "(";
+ for (int i = 0; i < p_values.size(); i++) {
+ if (i > 0)
+ text += ",";
- text+=itos(p_values[i].uint)+"u";
+ text += itos(p_values[i].uint) + "u";
}
- text+=")";
+ text += ")";
return text;
} break;
- case SL::TYPE_FLOAT: return f2sp0(p_values[0].real)+"f";
+ case SL::TYPE_FLOAT: return f2sp0(p_values[0].real) + "f";
case SL::TYPE_VEC2:
case SL::TYPE_VEC3:
- case SL::TYPE_VEC4: {
+ case SL::TYPE_VEC4: {
- String text="vec"+itos(p_type-SL::TYPE_FLOAT+1)+"(";
- for(int i=0;i<p_values.size();i++) {
- if (i>0)
- text+=",";
+ String text = "vec" + itos(p_type - SL::TYPE_FLOAT + 1) + "(";
+ for (int i = 0; i < p_values.size(); i++) {
+ if (i > 0)
+ text += ",";
- text+=f2sp0(p_values[i].real);
+ text += f2sp0(p_values[i].real);
}
- text+=")";
+ text += ")";
return text;
} break;
@@ -184,68 +179,68 @@ static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNo
}
}
-void ShaderCompilerGLES3::_dump_function_deps(SL::ShaderNode* p_node, const StringName& p_for_func, const Map<StringName,String>& p_func_code, String& r_to_add, Set<StringName> &added) {
+void ShaderCompilerGLES3::_dump_function_deps(SL::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, String &r_to_add, Set<StringName> &added) {
- int fidx=-1;
+ int fidx = -1;
- for(int i=0;i<p_node->functions.size();i++) {
- if (p_node->functions[i].name==p_for_func) {
- fidx=i;
+ 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);
+ ERR_FAIL_COND(fidx == -1);
- for (Set<StringName>::Element *E=p_node->functions[fidx].uses_function.front();E;E=E->next()) {
+ for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) {
if (added.has(E->get())) {
continue; //was added already
}
- _dump_function_deps(p_node,E->get(),p_func_code,r_to_add,added);
+ _dump_function_deps(p_node, E->get(), p_func_code, r_to_add, added);
- SL::FunctionNode *fnode=NULL;
+ 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;
+ 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";
+ r_to_add += "\n";
String header;
- header=_typestr(fnode->return_type)+" "+_mkid(fnode->name)+"(";
- for(int i=0;i<fnode->arguments.size();i++) {
+ header = _typestr(fnode->return_type) + " " + _mkid(fnode->name) + "(";
+ for (int i = 0; i < fnode->arguments.size(); i++) {
- if (i>0)
- header+=", ";
- header+=_prestr(fnode->arguments[i].precision)+_typestr(fnode->arguments[i].type)+" "+_mkid(fnode->arguments[i].name);
+ if (i > 0)
+ header += ", ";
+ header += _prestr(fnode->arguments[i].precision) + _typestr(fnode->arguments[i].type) + " " + _mkid(fnode->arguments[i].name);
}
- header+=")\n";
- r_to_add+=header;
- r_to_add+=p_func_code[E->get()];
+ header += ")\n";
+ r_to_add += header;
+ r_to_add += p_func_code[E->get()];
added.insert(E->get());
}
}
-String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, GeneratedCode& r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions) {
+String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions) {
String code;
- switch(p_node->type) {
+ switch (p_node->type) {
case SL::Node::TYPE_SHADER: {
- SL::ShaderNode *pnode=(SL::ShaderNode*)p_node;
+ SL::ShaderNode *pnode = (SL::ShaderNode *)p_node;
- for(int i=0;i<pnode->render_modes.size();i++) {
+ for (int i = 0; i < pnode->render_modes.size(); i++) {
if (p_default_actions.render_mode_defines.has(pnode->render_modes[i]) && !used_rmode_defines.has(pnode->render_modes[i])) {
@@ -254,20 +249,19 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
}
if (p_actions.render_mode_flags.has(pnode->render_modes[i])) {
- *p_actions.render_mode_flags[pnode->render_modes[i]]=true;
+ *p_actions.render_mode_flags[pnode->render_modes[i]] = true;
}
if (p_actions.render_mode_values.has(pnode->render_modes[i])) {
- Pair<int*,int> &p = p_actions.render_mode_values[pnode->render_modes[i]];
- *p.first=p.second;
+ Pair<int *, int> &p = p_actions.render_mode_values[pnode->render_modes[i]];
+ *p.first = p.second;
}
}
+ int max_texture_uniforms = 0;
+ int max_uniforms = 0;
- int max_texture_uniforms=0;
- int max_uniforms=0;
-
- for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
+ for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
if (SL::is_sampler_type(E->get().type))
max_texture_uniforms++;
else
@@ -284,66 +278,62 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
uniform_alignments.resize(max_uniforms);
uniform_defines.resize(max_uniforms);
- for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
+ for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
String ucode;
if (SL::is_sampler_type(E->get().type)) {
- ucode="uniform ";
+ ucode = "uniform ";
}
- ucode+=_prestr(E->get().precission);
- ucode+=_typestr(E->get().type);
- ucode+=" "+_mkid(E->key());
- ucode+=";\n";
+ ucode += _prestr(E->get().precission);
+ ucode += _typestr(E->get().type);
+ ucode += " " + _mkid(E->key());
+ ucode += ";\n";
if (SL::is_sampler_type(E->get().type)) {
- r_gen_code.vertex_global+=ucode;
- r_gen_code.fragment_global+=ucode;
- r_gen_code.texture_uniforms[E->get().texture_order]=_mkid(E->key());
- r_gen_code.texture_hints[E->get().texture_order]=E->get().hint;
+ r_gen_code.vertex_global += ucode;
+ r_gen_code.fragment_global += ucode;
+ r_gen_code.texture_uniforms[E->get().texture_order] = _mkid(E->key());
+ r_gen_code.texture_hints[E->get().texture_order] = E->get().hint;
} else {
if (r_gen_code.uniforms.empty()) {
r_gen_code.defines.push_back(String("#define USE_MATERIAL\n").ascii());
}
- uniform_defines[E->get().order]=ucode;
- uniform_sizes[E->get().order]=_get_datatype_size(E->get().type);
- uniform_alignments[E->get().order]=MIN(16,_get_datatype_size(E->get().type));
+ uniform_defines[E->get().order] = ucode;
+ uniform_sizes[E->get().order] = _get_datatype_size(E->get().type);
+ uniform_alignments[E->get().order] = MIN(16, _get_datatype_size(E->get().type));
}
- p_actions.uniforms->insert(E->key(),E->get());
-
+ p_actions.uniforms->insert(E->key(), E->get());
}
- for(int i=0;i<max_uniforms;i++) {
- r_gen_code.uniforms+=uniform_defines[i];
+ for (int i = 0; i < max_uniforms; i++) {
+ r_gen_code.uniforms += uniform_defines[i];
}
// add up
- for(int i=0;i<uniform_sizes.size();i++) {
+ for (int i = 0; i < uniform_sizes.size(); i++) {
- if (i>0) {
+ if (i > 0) {
- int align = uniform_sizes[i-1] % uniform_alignments[i];
- if (align!=0) {
- uniform_sizes[i-1]+=uniform_alignments[i]-align;
+ int align = uniform_sizes[i - 1] % uniform_alignments[i];
+ if (align != 0) {
+ uniform_sizes[i - 1] += uniform_alignments[i] - align;
}
- uniform_sizes[i]=uniform_sizes[i]+uniform_sizes[i-1];
-
+ uniform_sizes[i] = uniform_sizes[i] + uniform_sizes[i - 1];
}
}
//offset
r_gen_code.uniform_offsets.resize(uniform_sizes.size());
- for(int i=0;i<uniform_sizes.size();i++) {
+ for (int i = 0; i < uniform_sizes.size(); i++) {
- if (i>0)
- r_gen_code.uniform_offsets[i]=uniform_sizes[i-1];
+ if (i > 0)
+ r_gen_code.uniform_offsets[i] = uniform_sizes[i - 1];
else
- r_gen_code.uniform_offsets[i]=0;
-
-
+ r_gen_code.uniform_offsets[i] = 0;
}
-/*
+ /*
for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
if (SL::is_sampler_type(E->get().type)) {
@@ -356,28 +346,28 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
*/
if (uniform_sizes.size()) {
- r_gen_code.uniform_total_size=uniform_sizes[ uniform_sizes.size() -1 ];
+ r_gen_code.uniform_total_size = uniform_sizes[uniform_sizes.size() - 1];
} else {
- r_gen_code.uniform_total_size=0;
+ r_gen_code.uniform_total_size = 0;
}
- for(Map<StringName,SL::ShaderNode::Varying>::Element *E=pnode->varyings.front();E;E=E->next()) {
+ for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) {
String vcode;
- vcode+=_prestr(E->get().precission);
- vcode+=_typestr(E->get().type);
- vcode+=" "+String(E->key());
- vcode+=";\n";
- r_gen_code.vertex_global+="out "+vcode;
- r_gen_code.fragment_global+="in "+vcode;
+ vcode += _prestr(E->get().precission);
+ vcode += _typestr(E->get().type);
+ vcode += " " + String(E->key());
+ vcode += ";\n";
+ r_gen_code.vertex_global += "out " + vcode;
+ r_gen_code.fragment_global += "in " + vcode;
}
- Map<StringName,String> function_code;
+ Map<StringName, String> function_code;
//code for functions
- for(int i=0;i<pnode->functions.size();i++) {
- SL::FunctionNode *fnode=pnode->functions[i].function;
- function_code[fnode->name]=_dump_node_code(fnode->body,p_level+1,r_gen_code,p_actions,p_default_actions);
+ for (int i = 0; i < pnode->functions.size(); i++) {
+ SL::FunctionNode *fnode = pnode->functions[i].function;
+ function_code[fnode->name] = _dump_node_code(fnode->body, p_level + 1, r_gen_code, p_actions, p_default_actions);
}
//place functions in actual code
@@ -385,28 +375,28 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
Set<StringName> added_vtx;
Set<StringName> added_fragment; //share for light
- for(int i=0;i<pnode->functions.size();i++) {
+ for (int i = 0; i < pnode->functions.size(); i++) {
- SL::FunctionNode *fnode=pnode->functions[i].function;
+ SL::FunctionNode *fnode = pnode->functions[i].function;
- current_func_name=fnode->name;
+ current_func_name = fnode->name;
- if (fnode->name=="vertex") {
+ if (fnode->name == "vertex") {
- _dump_function_deps(pnode,fnode->name,function_code,r_gen_code.vertex_global,added_vtx);
- r_gen_code.vertex=function_code["vertex"];
+ _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.vertex_global, added_vtx);
+ r_gen_code.vertex = function_code["vertex"];
}
- if (fnode->name=="fragment") {
+ if (fnode->name == "fragment") {
- _dump_function_deps(pnode,fnode->name,function_code,r_gen_code.fragment_global,added_fragment);
- r_gen_code.fragment=function_code["fragment"];
+ _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
+ r_gen_code.fragment = function_code["fragment"];
}
- if (fnode->name=="light") {
+ if (fnode->name == "light") {
- _dump_function_deps(pnode,fnode->name,function_code,r_gen_code.fragment_global,added_fragment);
- r_gen_code.light=function_code["light"];
+ _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
+ r_gen_code.light = function_code["light"];
}
}
@@ -416,72 +406,70 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
} break;
case SL::Node::TYPE_BLOCK: {
- SL::BlockNode *bnode=(SL::BlockNode*)p_node;
+ SL::BlockNode *bnode = (SL::BlockNode *)p_node;
//variables
- code+=_mktab(p_level-1)+"{\n";
- for(Map<StringName,SL::BlockNode::Variable>::Element *E=bnode->variables.front();E;E=E->next()) {
+ code += _mktab(p_level - 1) + "{\n";
+ for (Map<StringName, SL::BlockNode::Variable>::Element *E = bnode->variables.front(); E; E = E->next()) {
- code+=_mktab(p_level)+_prestr(E->get().precision)+_typestr(E->get().type)+" "+_mkid(E->key())+";\n";
+ code += _mktab(p_level) + _prestr(E->get().precision) + _typestr(E->get().type) + " " + _mkid(E->key()) + ";\n";
}
- for(int i=0;i<bnode->statements.size();i++) {
+ for (int i = 0; i < bnode->statements.size(); i++) {
- String scode = _dump_node_code(bnode->statements[i],p_level,r_gen_code,p_actions,p_default_actions);
+ String scode = _dump_node_code(bnode->statements[i], p_level, r_gen_code, p_actions, p_default_actions);
- if (bnode->statements[i]->type==SL::Node::TYPE_CONTROL_FLOW || bnode->statements[i]->type==SL::Node::TYPE_CONTROL_FLOW) {
+ if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW) {
// FIXME: if (A || A) ? I am hesitant to delete one of them, could be copy-paste error.
- code+=scode; //use directly
+ code += scode; //use directly
} else {
- code+=_mktab(p_level)+scode+";\n";
+ code += _mktab(p_level) + scode + ";\n";
}
}
- code+=_mktab(p_level-1)+"}\n";
-
+ code += _mktab(p_level - 1) + "}\n";
} break;
case SL::Node::TYPE_VARIABLE: {
- SL::VariableNode *vnode=(SL::VariableNode*)p_node;
+ SL::VariableNode *vnode = (SL::VariableNode *)p_node;
if (p_default_actions.usage_defines.has(vnode->name) && !used_name_defines.has(vnode->name)) {
String define = p_default_actions.usage_defines[vnode->name];
if (define.begins_with("@")) {
- define = p_default_actions.usage_defines[define.substr(1,define.length())];
+ define = p_default_actions.usage_defines[define.substr(1, define.length())];
}
r_gen_code.defines.push_back(define.utf8());
used_name_defines.insert(vnode->name);
}
if (p_actions.usage_flag_pointers.has(vnode->name) && !used_flag_pointers.has(vnode->name)) {
- *p_actions.usage_flag_pointers[vnode->name]=true;
+ *p_actions.usage_flag_pointers[vnode->name] = true;
used_flag_pointers.insert(vnode->name);
}
if (p_default_actions.renames.has(vnode->name))
- code=p_default_actions.renames[vnode->name];
+ code = p_default_actions.renames[vnode->name];
else
- code=_mkid(vnode->name);
+ code = _mkid(vnode->name);
- if (vnode->name==time_name) {
- if (current_func_name==vertex_name) {
- r_gen_code.uses_vertex_time=true;
+ if (vnode->name == time_name) {
+ if (current_func_name == vertex_name) {
+ r_gen_code.uses_vertex_time = true;
}
- if (current_func_name==fragment_name) {
- r_gen_code.uses_fragment_time=true;
+ if (current_func_name == fragment_name) {
+ r_gen_code.uses_fragment_time = true;
}
}
} break;
case SL::Node::TYPE_CONSTANT: {
- SL::ConstantNode *cnode=(SL::ConstantNode*)p_node;
- return get_constant_text(cnode->datatype,cnode->values);
+ SL::ConstantNode *cnode = (SL::ConstantNode *)p_node;
+ return get_constant_text(cnode->datatype, cnode->values);
} break;
case SL::Node::TYPE_OPERATOR: {
- SL::OperatorNode *onode=(SL::OperatorNode*)p_node;
+ SL::OperatorNode *onode = (SL::OperatorNode *)p_node;
-
- switch(onode->op) {
+ switch (onode->op) {
case SL::OP_ASSIGN:
case SL::OP_ASSIGN_ADD:
@@ -494,276 +482,259 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
case SL::OP_ASSIGN_BIT_AND:
case SL::OP_ASSIGN_BIT_OR:
case SL::OP_ASSIGN_BIT_XOR:
- code=_dump_node_code(onode->arguments[0],p_level,r_gen_code,p_actions,p_default_actions)+_opstr(onode->op)+_dump_node_code(onode->arguments[1],p_level,r_gen_code,p_actions,p_default_actions);
+ code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions);
break;
case SL::OP_BIT_INVERT:
case SL::OP_NEGATE:
case SL::OP_NOT:
case SL::OP_DECREMENT:
case SL::OP_INCREMENT:
- code=_opstr(onode->op)+_dump_node_code(onode->arguments[0],p_level,r_gen_code,p_actions,p_default_actions);
+ code = _opstr(onode->op) + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions);
break;
case SL::OP_POST_DECREMENT:
case SL::OP_POST_INCREMENT:
- code=_dump_node_code(onode->arguments[0],p_level,r_gen_code,p_actions,p_default_actions)+_opstr(onode->op);
+ code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions) + _opstr(onode->op);
break;
case SL::OP_CALL:
case SL::OP_CONSTRUCT: {
- ERR_FAIL_COND_V(onode->arguments[0]->type!=SL::Node::TYPE_VARIABLE,String());
+ ERR_FAIL_COND_V(onode->arguments[0]->type != SL::Node::TYPE_VARIABLE, String());
- SL::VariableNode *vnode=(SL::VariableNode*)onode->arguments[0];
+ SL::VariableNode *vnode = (SL::VariableNode *)onode->arguments[0];
- if (onode->op==SL::OP_CONSTRUCT) {
- code+=String(vnode->name);
+ if (onode->op == SL::OP_CONSTRUCT) {
+ code += String(vnode->name);
} else {
if (internal_functions.has(vnode->name)) {
- code+=vnode->name;
+ code += vnode->name;
} else if (p_default_actions.renames.has(vnode->name)) {
- code+=p_default_actions.renames[vnode->name];
+ code += p_default_actions.renames[vnode->name];
} else {
- code+=_mkid(vnode->name);
+ code += _mkid(vnode->name);
}
}
- code+="(";
+ code += "(";
- for(int i=1;i<onode->arguments.size();i++) {
- if (i>1)
- code+=", ";
- code+=_dump_node_code(onode->arguments[i],p_level,r_gen_code,p_actions,p_default_actions);
+ for (int i = 1; i < onode->arguments.size(); i++) {
+ if (i > 1)
+ code += ", ";
+ code += _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions);
}
- code+=")";
+ code += ")";
} break;
default: {
- code="("+_dump_node_code(onode->arguments[0],p_level,r_gen_code,p_actions,p_default_actions)+_opstr(onode->op)+_dump_node_code(onode->arguments[1],p_level,r_gen_code,p_actions,p_default_actions)+")";
+ code = "(" + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions) + ")";
break;
-
}
}
} break;
case SL::Node::TYPE_CONTROL_FLOW: {
- SL::ControlFlowNode *cfnode=(SL::ControlFlowNode*)p_node;
- if (cfnode->flow_op==SL::FLOW_OP_IF) {
+ SL::ControlFlowNode *cfnode = (SL::ControlFlowNode *)p_node;
+ if (cfnode->flow_op == SL::FLOW_OP_IF) {
- code+=_mktab(p_level)+"if ("+_dump_node_code(cfnode->expressions[0],p_level,r_gen_code,p_actions,p_default_actions)+")\n";
- code+=_dump_node_code(cfnode->blocks[0],p_level+1,r_gen_code,p_actions,p_default_actions);
- if (cfnode->blocks.size()==2) {
+ code += _mktab(p_level) + "if (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions) + ")\n";
+ code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions);
+ if (cfnode->blocks.size() == 2) {
- code+=_mktab(p_level)+"else\n";
- code+=_dump_node_code(cfnode->blocks[1],p_level+1,r_gen_code,p_actions,p_default_actions);
+ code += _mktab(p_level) + "else\n";
+ code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions);
}
-
- } else if (cfnode->flow_op==SL::FLOW_OP_RETURN) {
+ } else if (cfnode->flow_op == SL::FLOW_OP_RETURN) {
if (cfnode->blocks.size()) {
- code="return "+_dump_node_code(cfnode->blocks[0],p_level,r_gen_code,p_actions,p_default_actions);
+ code = "return " + _dump_node_code(cfnode->blocks[0], p_level, r_gen_code, p_actions, p_default_actions);
} else {
- code="return";
+ code = "return";
}
}
} break;
case SL::Node::TYPE_MEMBER: {
- SL::MemberNode *mnode=(SL::MemberNode*)p_node;
- code=_dump_node_code(mnode->owner,p_level,r_gen_code,p_actions,p_default_actions)+"."+mnode->name;
+ SL::MemberNode *mnode = (SL::MemberNode *)p_node;
+ code = _dump_node_code(mnode->owner, p_level, r_gen_code, p_actions, p_default_actions) + "." + mnode->name;
} break;
}
return code;
-
}
+Error ShaderCompilerGLES3::compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
-Error ShaderCompilerGLES3::compile(VS::ShaderMode p_mode, const String& p_code, IdentifierActions* p_actions, const String &p_path,GeneratedCode& r_gen_code) {
+ Error err = parser.compile(p_code, ShaderTypes::get_singleton()->get_functions(p_mode), ShaderTypes::get_singleton()->get_modes(p_mode));
-
-
- Error err = parser.compile(p_code,ShaderTypes::get_singleton()->get_functions(p_mode),ShaderTypes::get_singleton()->get_modes(p_mode));
-
- if (err!=OK) {
+ if (err != OK) {
#if 1
Vector<String> shader = p_code.split("\n");
- for(int i=0;i<shader.size();i++) {
- print_line(itos(i)+" "+shader[i]);
+ for (int i = 0; i < shader.size(); i++) {
+ print_line(itos(i) + " " + shader[i]);
}
#endif
- _err_print_error(NULL,p_path.utf8().get_data(),parser.get_error_line(),parser.get_error_text().utf8().get_data(),ERR_HANDLER_SHADER);
+ _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.defines.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;
-
-
+ 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]);
+ _dump_node_code(parser.get_shader(), 1, r_gen_code, *p_actions, actions[p_mode]);
return OK;
-
}
-
ShaderCompilerGLES3::ShaderCompilerGLES3() {
/** CANVAS ITEM SHADER **/
- actions[VS::SHADER_CANVAS_ITEM].renames["SRC_VERTEX"]="vertex";
- actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"]="outvec.xy";
- actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX_COLOR"]="vertex_color";
- actions[VS::SHADER_CANVAS_ITEM].renames["UV"]="uv_interp";
- actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"]="gl_PointSize";
-
- actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"]="modelview_matrix";
- actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"]="projection_matrix";
- actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"]=="extra_matrix";
- actions[VS::SHADER_CANVAS_ITEM].renames["TIME"]="time";
-
- actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"]="color";
- actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"]="normal";
- actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"]="normal_map";
- actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"]="normal_depth";
- actions[VS::SHADER_CANVAS_ITEM].renames["UV"]="uv_interp";
- actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"]="color";
- actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"]="color_texture";
- actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"]="color_texpixel_size";
- actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"]="screen_uv";
- actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"]="screen_texture";
- actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"]="gl_PointCoord";
-
- actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"]="light_vec";
- actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"]="light_height";
- actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"]="light_color";
- actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"]="light_uv";
+ actions[VS::SHADER_CANVAS_ITEM].renames["SRC_VERTEX"] = "vertex";
+ actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
+ actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX_COLOR"] = "vertex_color";
+ actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp";
+ actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize";
+
+ actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
+ actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
+ actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] == "extra_matrix";
+ actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time";
+
+ actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
+ actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
+ actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
+ actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
+ actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp";
+ actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
+ actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
+ actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
+ actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
+ actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
+ actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
+
+ actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
+ actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
+ actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color";
+ actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv";
//actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_SHADOW_COLOR"]="light_shadow_color";
- actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"]="light";
- actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"]="shadow_color";
+ actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light";
+ actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color";
- actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"]="#define COLOR_USED\n";
- actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"]="#define SCREEN_TEXTURE_USED\n";
- actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"]="#define SCREEN_UV_USED\n";
- actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"]="#define NORMAL_USED\n";
- actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"]="#define NORMALMAP_USED\n";
- actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_COLOR"]="#define SHADOW_COLOR_USED\n";
+ actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
+ actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
+ actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
+ actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
+ actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
+ actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_COLOR"] = "#define SHADOW_COLOR_USED\n";
- actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_transform"]="#define SKIP_TRANSFORM_USED\n";
+ actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_transform"] = "#define SKIP_TRANSFORM_USED\n";
/** SPATIAL SHADER **/
-
- actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"]="world_transform";
- actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"]="camera_inverse_matrix";
- actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"]="projection_matrix";
-
-
- actions[VS::SHADER_SPATIAL].renames["VERTEX"]="vertex.xyz";
- actions[VS::SHADER_SPATIAL].renames["NORMAL"]="normal";
- actions[VS::SHADER_SPATIAL].renames["TANGENT"]="tangent";
- actions[VS::SHADER_SPATIAL].renames["BINORMAL"]="binormal";
- actions[VS::SHADER_SPATIAL].renames["UV"]="uv_interp";
- actions[VS::SHADER_SPATIAL].renames["UV2"]="uv2_interp";
- actions[VS::SHADER_SPATIAL].renames["COLOR"]="color_interp";
- actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"]="gl_PointSize";
+ actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
+ actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
+ actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
+
+ actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
+ actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
+ actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
+ actions[VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
+ actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
+ actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
+ actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
+ actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
//actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"]=ShaderLanguage::TYPE_INT;
//builtins
- actions[VS::SHADER_SPATIAL].renames["TIME"]="time";
+ actions[VS::SHADER_SPATIAL].renames["TIME"] = "time";
//actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"]=ShaderLanguage::TYPE_VEC2;
- actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"]="gl_FragCoord";
- actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"]="gl_FrotFacing";
- actions[VS::SHADER_SPATIAL].renames["NORMALMAP"]="normalmap";
- actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"]="normaldepth";
- actions[VS::SHADER_SPATIAL].renames["ALBEDO"]="albedo";
- actions[VS::SHADER_SPATIAL].renames["ALPHA"]="alpha";
- actions[VS::SHADER_SPATIAL].renames["SPECULAR"]="specular";
- actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"]="roughness";
- actions[VS::SHADER_SPATIAL].renames["RIM"]="rim";
- actions[VS::SHADER_SPATIAL].renames["RIM_TINT"]="rim_tint";
- actions[VS::SHADER_SPATIAL].renames["CLEARCOAT"]="clearcoat";
- actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"]="clearcoat_gloss";
- actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"]="anisotropy";
- actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"]="anisotropy_flow";
- actions[VS::SHADER_SPATIAL].renames["SSS_SPREAD"]="sss_spread";
- actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"]="sss_strength";
- actions[VS::SHADER_SPATIAL].renames["AO"]="ao";
- actions[VS::SHADER_SPATIAL].renames["EMISSION"]="emission";
- actions[VS::SHADER_SPATIAL].renames["DISCARD"]="_discard";
+ actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
+ actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrotFacing";
+ actions[VS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap";
+ actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
+ actions[VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
+ actions[VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
+ actions[VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
+ actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
+ actions[VS::SHADER_SPATIAL].renames["RIM"] = "rim";
+ actions[VS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint";
+ actions[VS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat";
+ actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
+ actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
+ actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
+ actions[VS::SHADER_SPATIAL].renames["SSS_SPREAD"] = "sss_spread";
+ actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
+ actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
+ actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
+ actions[VS::SHADER_SPATIAL].renames["DISCARD"] = "_discard";
//actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
- actions[VS::SHADER_SPATIAL].renames["POINT_COORD"]="gl_PointCoord";
-
-
- actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"]="#define ENABLE_TANGENT_INTERP\n";
- actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"]="@TANGENT";
- actions[VS::SHADER_SPATIAL].usage_defines["RIM"]="#define LIGHT_USE_RIM\n";
- actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"]="@RIM";
- actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"]="#define LIGHT_USE_CLEARCOAT\n";
- actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"]="@CLEARCOAT";
- actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"]="#define LIGHT_USE_ANISOTROPY\n";
- actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"]="@ANISOTROPY";
- actions[VS::SHADER_SPATIAL].usage_defines["AO"]="#define ENABLE_AO\n";
- actions[VS::SHADER_SPATIAL].usage_defines["UV"]="#define ENABLE_UV_INTERP\n";
- actions[VS::SHADER_SPATIAL].usage_defines["UV2"]="#define ENABLE_UV2_INTERP\n";
- actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"]="#define ENABLE_NORMALMAP\n";
- actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"]="@NORMALMAP";
- actions[VS::SHADER_SPATIAL].usage_defines["COLOR"]="#define ENABLE_COLOR_INTERP\n";
-
- actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"]="#define ENABLE_SSS_MOTION\n";
+ actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
- actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"]="sss_strength";
+ actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
+ actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
+ actions[VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
+ actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
+ actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
+ actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
+ actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
+ actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
+ actions[VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
+ actions[VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
+ actions[VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
+ actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
+ actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
+ actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
+ actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS_MOTION\n";
- actions[VS::SHADER_SPATIAL].render_mode_defines["skip_transform"]="#define SKIP_TRANSFORM_USED\n";
+ actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["skip_transform"] = "#define SKIP_TRANSFORM_USED\n";
/* PARTICLES SHADER */
- actions[VS::SHADER_PARTICLES].renames["COLOR"]="color";
- actions[VS::SHADER_PARTICLES].renames["VELOCITY"]="out_velocity_active.xyz";
- actions[VS::SHADER_PARTICLES].renames["MASS"]="mass";
- actions[VS::SHADER_PARTICLES].renames["ACTIVE"]="active";
- actions[VS::SHADER_PARTICLES].renames["RESTART"]="restart";
- actions[VS::SHADER_PARTICLES].renames["CUSTOM"]="out_custom";
- actions[VS::SHADER_PARTICLES].renames["TRANSFORM"]="xform";
- actions[VS::SHADER_PARTICLES].renames["TIME"]="time";
- actions[VS::SHADER_PARTICLES].renames["LIFETIME"]="lifetime";
- actions[VS::SHADER_PARTICLES].renames["DELTA"]="delta";
- actions[VS::SHADER_PARTICLES].renames["SEED"]="seed";
- actions[VS::SHADER_PARTICLES].renames["ORIGIN"]="origin";
- actions[VS::SHADER_PARTICLES].renames["INDEX"]="index";
-
- actions[VS::SHADER_SPATIAL].render_mode_defines["disable_force"]="#define DISABLE_FORCE\n";
- actions[VS::SHADER_SPATIAL].render_mode_defines["disable_velocity"]="#define DISABLE_VELOCITY\n";
-
-
- vertex_name="vertex";
- fragment_name="fragment";
- time_name="TIME";
-
+ actions[VS::SHADER_PARTICLES].renames["COLOR"] = "color";
+ actions[VS::SHADER_PARTICLES].renames["VELOCITY"] = "out_velocity_active.xyz";
+ actions[VS::SHADER_PARTICLES].renames["MASS"] = "mass";
+ actions[VS::SHADER_PARTICLES].renames["ACTIVE"] = "active";
+ actions[VS::SHADER_PARTICLES].renames["RESTART"] = "restart";
+ actions[VS::SHADER_PARTICLES].renames["CUSTOM"] = "out_custom";
+ actions[VS::SHADER_PARTICLES].renames["TRANSFORM"] = "xform";
+ actions[VS::SHADER_PARTICLES].renames["TIME"] = "time";
+ actions[VS::SHADER_PARTICLES].renames["LIFETIME"] = "lifetime";
+ actions[VS::SHADER_PARTICLES].renames["DELTA"] = "delta";
+ actions[VS::SHADER_PARTICLES].renames["SEED"] = "seed";
+ actions[VS::SHADER_PARTICLES].renames["ORIGIN"] = "origin";
+ actions[VS::SHADER_PARTICLES].renames["INDEX"] = "index";
+
+ actions[VS::SHADER_SPATIAL].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
+
+ vertex_name = "vertex";
+ fragment_name = "fragment";
+ 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()) {
+ for (List<String>::Element *E = func_list.front(); E; E = E->next()) {
internal_functions.insert(E->get());
}
}