diff options
Diffstat (limited to 'scene/resources/shader.cpp')
-rw-r--r-- | scene/resources/shader.cpp | 13 |
1 files changed, 12 insertions, 1 deletions
diff --git a/scene/resources/shader.cpp b/scene/resources/shader.cpp index a09dbd50cf..fd2be9ba22 100644 --- a/scene/resources/shader.cpp +++ b/scene/resources/shader.cpp @@ -55,6 +55,12 @@ void Shader::set_path(const String &p_path, bool p_take_over) { RS::get_singleton()->shader_set_path_hint(shader, p_path); } +void Shader::set_include_path(const String &p_path) { + // Used only if the shader does not have a resource path set, + // for example during loading stage or when created by code. + include_path = p_path; +} + void Shader::set_code(const String &p_code) { for (Ref<ShaderInclude> E : include_dependencies) { E->disconnect(SNAME("changed"), callable_mp(this, &Shader::_dependency_changed)); @@ -80,11 +86,15 @@ void Shader::set_code(const String &p_code) { HashSet<Ref<ShaderInclude>> new_include_dependencies; { + String path = get_path(); + if (path.is_empty()) { + path = include_path; + } // Preprocessor must run here and not in the server because: // 1) Need to keep track of include dependencies at resource level // 2) Server does not do interaction with Resource filetypes, this is a scene level feature. ShaderPreprocessor preprocessor; - preprocessor.preprocess(p_code, "", pp_code, nullptr, nullptr, nullptr, &new_include_dependencies); + preprocessor.preprocess(p_code, path, pp_code, nullptr, nullptr, nullptr, &new_include_dependencies); } // This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower) @@ -231,6 +241,7 @@ Ref<Resource> ResourceFormatLoaderShader::load(const String &p_path, const Strin String str; str.parse_utf8((const char *)buffer.ptr(), buffer.size()); + shader->set_include_path(p_path); shader->set_code(str); if (r_error) { |