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- /*************************************************************************/
- /* shader_types.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 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_types.h"
- const Map<StringName, ShaderLanguage::FunctionInfo> &ShaderTypes::get_functions(VS::ShaderMode p_mode) {
- return shader_modes[p_mode].functions;
- }
- const Vector<StringName> &ShaderTypes::get_modes(VS::ShaderMode p_mode) {
- return shader_modes[p_mode].modes;
- }
- const Set<String> &ShaderTypes::get_types() {
- return shader_types;
- }
- ShaderTypes *ShaderTypes::singleton = NULL;
- static ShaderLanguage::BuiltInInfo constt(ShaderLanguage::DataType p_type) {
- return ShaderLanguage::BuiltInInfo(p_type, true);
- }
- ShaderTypes::ShaderTypes() {
- singleton = this;
- /*************** SPATIAL ***********************/
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["BINORMAL"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["POSITION"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["UV2"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_ID"] = constt(ShaderLanguage::TYPE_INT);
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].can_discard = false;
- //builtins
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_MATRIX"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VERTEX"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["FRONT_FACING"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["BINORMAL"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMALMAP"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV2"] = constt(ShaderLanguage::TYPE_VEC2);
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["METALLIC"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SPECULAR"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["RIM"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["RIM_TINT"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["CLEARCOAT"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["CLEARCOAT_GLOSS"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY_FLOW"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TRANSMISSION"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["AO"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["AO_LIGHT_AFFECT"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["EMISSION"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_SCISSOR"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].can_discard = true;
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ATTENUATION"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ALBEDO"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["TRANSMISSION"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ROUGHNESS"] = constt(ShaderLanguage::TYPE_FLOAT);
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["DIFFUSE_LIGHT"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[VS::SHADER_SPATIAL].functions["light"].can_discard = true;
- //order used puts first enum mode (default) first
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("blend_mix");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("blend_add");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("blend_sub");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("blend_mul");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_draw_opaque");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_draw_always");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_draw_never");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_draw_alpha_prepass");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_test_disable");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("cull_back");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("cull_front");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("cull_disabled");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("unshaded");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_lambert");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_lambert_wrap");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_oren_nayar");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_burley");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_toon");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("specular_schlick_ggx");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("specular_blinn");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("specular_phong");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("specular_toon");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("specular_disabled");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("skip_vertex_transform");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("world_vertex_coords");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("ensure_correct_normals");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("shadows_disabled");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("ambient_light_disabled");
- shader_modes[VS::SHADER_SPATIAL].modes.push_back("vertex_lighting");
- /************ CANVAS ITEM **************************/
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["EXTRA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].can_discard = false;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMALMAP"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].can_discard = true;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_VEC"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_HEIGHT"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_COLOR"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_UV"] = constt(ShaderLanguage::TYPE_VEC2);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SHADOW_COLOR"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].can_discard = true;
- shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("skip_vertex_transform");
- shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_mix");
- shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_add");
- shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_sub");
- shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_mul");
- shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_premul_alpha");
- shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_disabled");
- shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("unshaded");
- shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("light_only");
- /************ PARTICLES **************************/
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["ACTIVE"] = ShaderLanguage::TYPE_BOOL;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["RESTART"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT);
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT);
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT);
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_INT);
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT);
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"].can_discard = false;
- shader_modes[VS::SHADER_PARTICLES].modes.push_back("disable_force");
- shader_modes[VS::SHADER_PARTICLES].modes.push_back("disable_velocity");
- shader_modes[VS::SHADER_PARTICLES].modes.push_back("keep_data");
- shader_types.insert("spatial");
- shader_types.insert("canvas_item");
- shader_types.insert("particles");
- }
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