1/**************************************************************************/
2/* shader_types.cpp */
3/**************************************************************************/
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8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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30
31#include "shader_types.h"
32#include "core/math/math_defs.h"
33
34const HashMap<StringName, ShaderLanguage::FunctionInfo> &ShaderTypes::get_functions(RS::ShaderMode p_mode) const {
35 return shader_modes[p_mode].functions;
36}
37
38const Vector<ShaderLanguage::ModeInfo> &ShaderTypes::get_modes(RS::ShaderMode p_mode) const {
39 return shader_modes[p_mode].modes;
40}
41
42const HashSet<String> &ShaderTypes::get_types() const {
43 return shader_types;
44}
45
46const List<String> &ShaderTypes::get_types_list() const {
47 return shader_types_list;
48}
49
50ShaderTypes *ShaderTypes::singleton = nullptr;
51
52static ShaderLanguage::BuiltInInfo constt(ShaderLanguage::DataType p_type) {
53 return ShaderLanguage::BuiltInInfo(p_type, true);
54}
55
56ShaderTypes::ShaderTypes() {
57 singleton = this;
58
59 /*************** SPATIAL ***********************/
60
61 shader_modes[RS::SHADER_SPATIAL].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
62 shader_modes[RS::SHADER_SPATIAL].functions["global"].built_ins["EXPOSURE"] = constt(ShaderLanguage::TYPE_FLOAT);
63 shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["PI"] = constt(ShaderLanguage::TYPE_FLOAT);
64 shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["TAU"] = constt(ShaderLanguage::TYPE_FLOAT);
65 shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["E"] = constt(ShaderLanguage::TYPE_FLOAT);
66
67 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC3;
68 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
69 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3;
70 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["BINORMAL"] = ShaderLanguage::TYPE_VEC3;
71 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["POSITION"] = ShaderLanguage::TYPE_VEC4;
72 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2;
73 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["UV2"] = ShaderLanguage::TYPE_VEC2;
74 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
75 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
76 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_ID"] = constt(ShaderLanguage::TYPE_INT);
77 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
78 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX_ID"] = constt(ShaderLanguage::TYPE_INT);
79 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
80 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["BONE_INDICES"] = ShaderLanguage::TYPE_UVEC4;
81 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["BONE_WEIGHTS"] = ShaderLanguage::TYPE_VEC4;
82 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM0"] = ShaderLanguage::TYPE_VEC4;
83 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM1"] = ShaderLanguage::TYPE_VEC4;
84 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM2"] = ShaderLanguage::TYPE_VEC4;
85 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM3"] = ShaderLanguage::TYPE_VEC4;
86 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].can_discard = false;
87 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].main_function = true;
88
89 //builtins
90 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
91 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODEL_NORMAL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT3);
92 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
93 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
94 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
95 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
96 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_MATRIX"] = ShaderLanguage::TYPE_MAT4;
97 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_NORMAL_MATRIX"] = ShaderLanguage::TYPE_MAT3;
98 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
99 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
100
101 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NODE_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3;
102 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3;
103 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_DIRECTION_WORLD"] = ShaderLanguage::TYPE_VEC3;
104 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_VISIBLE_LAYERS"] = ShaderLanguage::TYPE_UINT;
105 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NODE_POSITION_VIEW"] = ShaderLanguage::TYPE_VEC3;
106
107 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_INDEX"] = constt(ShaderLanguage::TYPE_INT);
108 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_MONO_LEFT"] = constt(ShaderLanguage::TYPE_INT);
109 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_RIGHT"] = constt(ShaderLanguage::TYPE_INT);
110 shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["EYE_OFFSET"] = constt(ShaderLanguage::TYPE_VEC3);
111
112 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VERTEX"] = constt(ShaderLanguage::TYPE_VEC3);
113 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
114 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["FRONT_FACING"] = constt(ShaderLanguage::TYPE_BOOL);
115 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
116 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3;
117 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["BINORMAL"] = ShaderLanguage::TYPE_VEC3;
118 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
119 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL_MAP"] = ShaderLanguage::TYPE_VEC3;
120 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL_MAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
121 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
122 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["UV2"] = constt(ShaderLanguage::TYPE_VEC2);
123 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
124 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3;
125 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
126 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["METALLIC"] = ShaderLanguage::TYPE_FLOAT;
127 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SPECULAR"] = ShaderLanguage::TYPE_FLOAT;
128 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
129 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["RIM"] = ShaderLanguage::TYPE_FLOAT;
130 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["RIM_TINT"] = ShaderLanguage::TYPE_FLOAT;
131 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CLEARCOAT"] = ShaderLanguage::TYPE_FLOAT;
132 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CLEARCOAT_ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
133 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY"] = ShaderLanguage::TYPE_FLOAT;
134 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY_FLOW"] = ShaderLanguage::TYPE_VEC2;
135 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT;
136 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_COLOR"] = ShaderLanguage::TYPE_VEC4;
137 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
138 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_BOOST"] = ShaderLanguage::TYPE_FLOAT;
139 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["BACKLIGHT"] = ShaderLanguage::TYPE_VEC3;
140 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["AO"] = ShaderLanguage::TYPE_FLOAT;
141 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["AO_LIGHT_AFFECT"] = ShaderLanguage::TYPE_FLOAT;
142 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["EMISSION"] = ShaderLanguage::TYPE_VEC3;
143 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH"] = ShaderLanguage::TYPE_FLOAT;
144 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
145 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
146
147 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NODE_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3;
148 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3;
149 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_DIRECTION_WORLD"] = ShaderLanguage::TYPE_VEC3;
150 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_VISIBLE_LAYERS"] = ShaderLanguage::TYPE_UINT;
151 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NODE_POSITION_VIEW"] = ShaderLanguage::TYPE_VEC3;
152
153 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_INDEX"] = constt(ShaderLanguage::TYPE_INT);
154 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_MONO_LEFT"] = constt(ShaderLanguage::TYPE_INT);
155 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_RIGHT"] = constt(ShaderLanguage::TYPE_INT);
156 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["EYE_OFFSET"] = constt(ShaderLanguage::TYPE_VEC3);
157
158 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
159
160 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
161 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["MODEL_NORMAL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT3);
162 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
163 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
164 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
165 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
166 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
167 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["FOG"] = ShaderLanguage::TYPE_VEC4; // TODO consider adding to light shader
168 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["RADIANCE"] = ShaderLanguage::TYPE_VEC4;
169 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["IRRADIANCE"] = ShaderLanguage::TYPE_VEC4;
170 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].can_discard = true;
171 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].main_function = true;
172
173 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_SCISSOR_THRESHOLD"] = ShaderLanguage::TYPE_FLOAT;
174 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_HASH_SCALE"] = ShaderLanguage::TYPE_FLOAT;
175 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_ANTIALIASING_EDGE"] = ShaderLanguage::TYPE_FLOAT;
176 shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_TEXTURE_COORDINATE"] = ShaderLanguage::TYPE_VEC2;
177
178 shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
179 shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
180 shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
181 shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
182 shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
183 shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
184
185 shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
186 shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
187 shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
188 shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["UV2"] = constt(ShaderLanguage::TYPE_VEC2);
189 shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
190 shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_AMOUNT"] = constt(ShaderLanguage::TYPE_FLOAT);
191 shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT"] = constt(ShaderLanguage::TYPE_VEC3);
192 shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
193 shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_IS_DIRECTIONAL"] = constt(ShaderLanguage::TYPE_BOOL);
194 shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ATTENUATION"] = constt(ShaderLanguage::TYPE_FLOAT);
195 shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ALBEDO"] = constt(ShaderLanguage::TYPE_VEC3);
196 shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["BACKLIGHT"] = constt(ShaderLanguage::TYPE_VEC3);
197 shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["METALLIC"] = constt(ShaderLanguage::TYPE_FLOAT);
198 shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ROUGHNESS"] = constt(ShaderLanguage::TYPE_FLOAT);
199 shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["DIFFUSE_LIGHT"] = ShaderLanguage::TYPE_VEC3;
200 shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3;
201 shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
202 shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
203
204 shader_modes[RS::SHADER_SPATIAL].functions["light"].can_discard = true;
205 shader_modes[RS::SHADER_SPATIAL].functions["light"].main_function = true;
206
207 // spatial render modes
208 {
209 shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("blend"), "mix", "add", "sub", "mul" });
210 shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("depth_draw"), "opaque", "always", "never" });
211 shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("depth_prepass_alpha") });
212 shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("depth_test_disabled") });
213 shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("sss_mode_skin") });
214 shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("cull"), "back", "front", "disabled" });
215 shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("unshaded") });
216 shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("wireframe") });
217 shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("diffuse"), "lambert", "lambert_wrap", "burley", "toon" });
218 shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("specular"), "schlick_ggx", "toon", "disabled" });
219 shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("skip_vertex_transform") });
220 shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("world_vertex_coords") });
221 shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("ensure_correct_normals") });
222 shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("shadows_disabled") });
223 shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("ambient_light_disabled") });
224 shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("shadow_to_opacity") });
225 shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("vertex_lighting") });
226 shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("particle_trails") });
227 shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("alpha_to_coverage") });
228 shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("alpha_to_coverage_and_one") });
229 shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("debug_shadow_splits") });
230 shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("fog_disabled") });
231 }
232
233 /************ CANVAS ITEM **************************/
234
235 shader_modes[RS::SHADER_CANVAS_ITEM].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
236 shader_modes[RS::SHADER_CANVAS_ITEM].functions["constants"].built_ins["PI"] = constt(ShaderLanguage::TYPE_FLOAT);
237 shader_modes[RS::SHADER_CANVAS_ITEM].functions["constants"].built_ins["TAU"] = constt(ShaderLanguage::TYPE_FLOAT);
238 shader_modes[RS::SHADER_CANVAS_ITEM].functions["constants"].built_ins["E"] = constt(ShaderLanguage::TYPE_FLOAT);
239
240 shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC2;
241 shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2;
242 shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
243 shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
244
245 shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
246 shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["CANVAS_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
247 shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["SCREEN_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
248 shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
249 shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_ID"] = constt(ShaderLanguage::TYPE_INT);
250 shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX_ID"] = constt(ShaderLanguage::TYPE_INT);
251 shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
252 shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
253 shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].can_discard = false;
254 shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].main_function = true;
255
256 shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC2;
257 shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SHADOW_VERTEX"] = ShaderLanguage::TYPE_VEC2;
258 shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["LIGHT_VERTEX"] = ShaderLanguage::TYPE_VEC3;
259 shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
260 shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
261 shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_MAP"] = ShaderLanguage::TYPE_VEC3;
262 shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_MAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
263 shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
264 shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
265 shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
266 shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
267 shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
268 shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SPECULAR_SHININESS_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
269 shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SPECULAR_SHININESS"] = constt(ShaderLanguage::TYPE_VEC4);
270 shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
271 shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
272 shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
273 shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
274 shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].can_discard = true;
275 shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].main_function = true;
276
277 {
278 ShaderLanguage::StageFunctionInfo func;
279 func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("sdf_pos", ShaderLanguage::TYPE_VEC2));
280 func.return_type = ShaderLanguage::TYPE_FLOAT; //whether it could emit
281 shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].stage_functions["texture_sdf"] = func;
282 shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].stage_functions["texture_sdf"] = func;
283 func.return_type = ShaderLanguage::TYPE_VEC2; //whether it could emit
284 shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].stage_functions["sdf_to_screen_uv"] = func;
285 shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].stage_functions["sdf_to_screen_uv"] = func;
286 shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].stage_functions["texture_sdf_normal"] = func;
287 shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].stage_functions["texture_sdf_normal"] = func;
288 }
289
290 {
291 ShaderLanguage::StageFunctionInfo func;
292 func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("uv", ShaderLanguage::TYPE_VEC2));
293 func.return_type = ShaderLanguage::TYPE_VEC2; //whether it could emit
294 shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].stage_functions["screen_uv_to_sdf"] = func;
295 shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].stage_functions["screen_uv_to_sdf"] = func;
296 }
297
298 shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
299 shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
300 shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
301 shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
302 shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SPECULAR_SHININESS"] = constt(ShaderLanguage::TYPE_VEC4);
303 shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
304 shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_POSITION"] = constt(ShaderLanguage::TYPE_VEC3);
305 shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3);
306 shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT);
307 shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_IS_DIRECTIONAL"] = constt(ShaderLanguage::TYPE_BOOL);
308 shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_VERTEX"] = constt(ShaderLanguage::TYPE_VEC3);
309 shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT"] = ShaderLanguage::TYPE_VEC4;
310 shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SHADOW_MODULATE"] = ShaderLanguage::TYPE_VEC4;
311 shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
312 shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
313 shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
314 shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
315 shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].can_discard = true;
316 shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].main_function = true;
317
318 // canvasitem render modes
319 {
320 shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back({ PNAME("skip_vertex_transform") });
321 shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back({ PNAME("blend"), "mix", "add", "sub", "mul", "premul_alpha", "disabled" });
322 shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back({ PNAME("unshaded") });
323 shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back({ PNAME("light_only") });
324 }
325
326 /************ PARTICLES **************************/
327
328 shader_modes[RS::SHADER_PARTICLES].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
329 shader_modes[RS::SHADER_PARTICLES].functions["constants"].built_ins["PI"] = constt(ShaderLanguage::TYPE_FLOAT);
330 shader_modes[RS::SHADER_PARTICLES].functions["constants"].built_ins["TAU"] = constt(ShaderLanguage::TYPE_FLOAT);
331 shader_modes[RS::SHADER_PARTICLES].functions["constants"].built_ins["E"] = constt(ShaderLanguage::TYPE_FLOAT);
332
333 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
334 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3;
335 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT;
336 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["ACTIVE"] = ShaderLanguage::TYPE_BOOL;
337 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
338 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["USERDATA1"] = ShaderLanguage::TYPE_VEC4;
339 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["USERDATA2"] = ShaderLanguage::TYPE_VEC4;
340 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["USERDATA3"] = ShaderLanguage::TYPE_VEC4;
341 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["USERDATA4"] = ShaderLanguage::TYPE_VEC4;
342 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["USERDATA5"] = ShaderLanguage::TYPE_VEC4;
343 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["USERDATA6"] = ShaderLanguage::TYPE_VEC4;
344 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
345 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT);
346 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT);
347 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT);
348 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_UINT);
349 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4);
350 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT);
351 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["FLAG_EMIT_POSITION"] = constt(ShaderLanguage::TYPE_UINT);
352 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["FLAG_EMIT_ROT_SCALE"] = constt(ShaderLanguage::TYPE_UINT);
353 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["FLAG_EMIT_VELOCITY"] = constt(ShaderLanguage::TYPE_UINT);
354 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["FLAG_EMIT_COLOR"] = constt(ShaderLanguage::TYPE_UINT);
355 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["FLAG_EMIT_CUSTOM"] = constt(ShaderLanguage::TYPE_UINT);
356 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["RESTART_POSITION"] = constt(ShaderLanguage::TYPE_BOOL);
357 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["RESTART_ROT_SCALE"] = constt(ShaderLanguage::TYPE_BOOL);
358 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["RESTART_VELOCITY"] = constt(ShaderLanguage::TYPE_BOOL);
359 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["RESTART_COLOR"] = constt(ShaderLanguage::TYPE_BOOL);
360 shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["RESTART_CUSTOM"] = constt(ShaderLanguage::TYPE_BOOL);
361 shader_modes[RS::SHADER_PARTICLES].functions["start"].main_function = true;
362
363 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
364 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3;
365 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT;
366 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["ACTIVE"] = ShaderLanguage::TYPE_BOOL;
367 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["RESTART"] = constt(ShaderLanguage::TYPE_BOOL);
368 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
369 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["USERDATA1"] = ShaderLanguage::TYPE_VEC4;
370 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["USERDATA2"] = ShaderLanguage::TYPE_VEC4;
371 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["USERDATA3"] = ShaderLanguage::TYPE_VEC4;
372 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["USERDATA4"] = ShaderLanguage::TYPE_VEC4;
373 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["USERDATA5"] = ShaderLanguage::TYPE_VEC4;
374 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["USERDATA6"] = ShaderLanguage::TYPE_VEC4;
375 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
376 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT);
377 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT);
378 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT);
379 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_UINT);
380 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4);
381 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT);
382 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_POSITION"] = constt(ShaderLanguage::TYPE_UINT);
383 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_ROT_SCALE"] = constt(ShaderLanguage::TYPE_UINT);
384 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_VELOCITY"] = constt(ShaderLanguage::TYPE_UINT);
385 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_COLOR"] = constt(ShaderLanguage::TYPE_UINT);
386 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_CUSTOM"] = constt(ShaderLanguage::TYPE_UINT);
387 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLLIDED"] = constt(ShaderLanguage::TYPE_BOOL);
388 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLLISION_NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
389 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLLISION_DEPTH"] = constt(ShaderLanguage::TYPE_FLOAT);
390 shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["ATTRACTOR_FORCE"] = constt(ShaderLanguage::TYPE_VEC3);
391 shader_modes[RS::SHADER_PARTICLES].functions["process"].main_function = true;
392
393 {
394 ShaderLanguage::StageFunctionInfo emit_vertex_func;
395 emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("xform", ShaderLanguage::TYPE_MAT4));
396 emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("velocity", ShaderLanguage::TYPE_VEC3));
397 emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("color", ShaderLanguage::TYPE_VEC4));
398 emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("custom", ShaderLanguage::TYPE_VEC4));
399 emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("flags", ShaderLanguage::TYPE_UINT));
400 emit_vertex_func.return_type = ShaderLanguage::TYPE_BOOL; //whether it could emit
401 shader_modes[RS::SHADER_PARTICLES].functions["start"].stage_functions["emit_subparticle"] = emit_vertex_func;
402 shader_modes[RS::SHADER_PARTICLES].functions["process"].stage_functions["emit_subparticle"] = emit_vertex_func;
403 }
404
405 // particles render modes
406 {
407 shader_modes[RS::SHADER_PARTICLES].modes.push_back({ PNAME("collision_use_scale") });
408 shader_modes[RS::SHADER_PARTICLES].modes.push_back({ PNAME("disable_force") });
409 shader_modes[RS::SHADER_PARTICLES].modes.push_back({ PNAME("disable_velocity") });
410 shader_modes[RS::SHADER_PARTICLES].modes.push_back({ PNAME("keep_data") });
411 }
412
413 /************ SKY **************************/
414
415 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
416 shader_modes[RS::SHADER_SKY].functions["constants"].built_ins["PI"] = constt(ShaderLanguage::TYPE_FLOAT);
417 shader_modes[RS::SHADER_SKY].functions["constants"].built_ins["TAU"] = constt(ShaderLanguage::TYPE_FLOAT);
418 shader_modes[RS::SHADER_SKY].functions["constants"].built_ins["E"] = constt(ShaderLanguage::TYPE_FLOAT);
419 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["POSITION"] = constt(ShaderLanguage::TYPE_VEC3);
420 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["RADIANCE"] = constt(ShaderLanguage::TYPE_SAMPLERCUBE);
421 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["AT_HALF_RES_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
422 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["AT_QUARTER_RES_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
423 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["AT_CUBEMAP_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
424 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT0_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL);
425 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT0_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3);
426 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT0_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT);
427 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT0_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
428 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT0_SIZE"] = constt(ShaderLanguage::TYPE_FLOAT);
429 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT1_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL);
430 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT1_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3);
431 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT1_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT);
432 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT1_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
433 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT1_SIZE"] = constt(ShaderLanguage::TYPE_FLOAT);
434 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT2_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL);
435 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT2_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3);
436 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT2_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT);
437 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT2_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
438 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT2_SIZE"] = constt(ShaderLanguage::TYPE_FLOAT);
439 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT3_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL);
440 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT3_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3);
441 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT3_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT);
442 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT3_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
443 shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT3_SIZE"] = constt(ShaderLanguage::TYPE_FLOAT);
444
445 shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC3;
446 shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
447 shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["EYEDIR"] = constt(ShaderLanguage::TYPE_VEC3);
448 shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
449 shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
450 shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["SKY_COORDS"] = constt(ShaderLanguage::TYPE_VEC2);
451 shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["HALF_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
452 shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["QUARTER_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
453 shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["FOG"] = ShaderLanguage::TYPE_VEC4;
454 shader_modes[RS::SHADER_SKY].functions["sky"].main_function = true;
455
456 // sky render modes
457 {
458 shader_modes[RS::SHADER_SKY].modes.push_back({ PNAME("use_half_res_pass") });
459 shader_modes[RS::SHADER_SKY].modes.push_back({ PNAME("use_quarter_res_pass") });
460 shader_modes[RS::SHADER_SKY].modes.push_back({ PNAME("disable_fog") });
461 shader_modes[RS::SHADER_SKY].modes.push_back({ PNAME("use_debanding") });
462 }
463
464 /************ FOG **************************/
465
466 shader_modes[RS::SHADER_FOG].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
467 shader_modes[RS::SHADER_FOG].functions["constants"].built_ins["PI"] = constt(ShaderLanguage::TYPE_FLOAT);
468 shader_modes[RS::SHADER_FOG].functions["constants"].built_ins["TAU"] = constt(ShaderLanguage::TYPE_FLOAT);
469 shader_modes[RS::SHADER_FOG].functions["constants"].built_ins["E"] = constt(ShaderLanguage::TYPE_FLOAT);
470
471 shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["WORLD_POSITION"] = constt(ShaderLanguage::TYPE_VEC3);
472 shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["OBJECT_POSITION"] = constt(ShaderLanguage::TYPE_VEC3);
473 shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["UVW"] = constt(ShaderLanguage::TYPE_VEC3);
474 shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["SIZE"] = constt(ShaderLanguage::TYPE_VEC3);
475 shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["SDF"] = constt(ShaderLanguage::TYPE_FLOAT);
476 shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3;
477 shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["DENSITY"] = ShaderLanguage::TYPE_FLOAT;
478 shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["EMISSION"] = ShaderLanguage::TYPE_VEC3;
479 shader_modes[RS::SHADER_FOG].functions["fog"].main_function = true;
480
481 shader_types_list.push_back("spatial");
482 shader_types_list.push_back("canvas_item");
483 shader_types_list.push_back("particles");
484 shader_types_list.push_back("sky");
485 shader_types_list.push_back("fog");
486
487 for (int i = 0; i < shader_types_list.size(); i++) {
488 shader_types.insert(shader_types_list[i]);
489 }
490}
491