| 1 | /**************************************************************************/ | 
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| 2 | /*  shader_types.cpp                                                      */ | 
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| 3 | /**************************************************************************/ | 
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| 4 | /*                         This file is part of:                          */ | 
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| 5 | /*                             GODOT ENGINE                               */ | 
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| 6 | /*                        https://godotengine.org                         */ | 
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| 7 | /**************************************************************************/ | 
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| 8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | 
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| 9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */ | 
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| 10 | /*                                                                        */ | 
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| 11 | /* Permission is hereby granted, free of charge, to any person obtaining  */ | 
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| 12 | /* a copy of this software and associated documentation files (the        */ | 
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| 13 | /* "Software"), to deal in the Software without restriction, including    */ | 
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| 14 | /* without limitation the rights to use, copy, modify, merge, publish,    */ | 
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| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to     */ | 
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| 16 | /* permit persons to whom the Software is furnished to do so, subject to  */ | 
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| 17 | /* the following conditions:                                              */ | 
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| 18 | /*                                                                        */ | 
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| 19 | /* The above copyright notice and this permission notice shall be         */ | 
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| 20 | /* included in all copies or substantial portions of the Software.        */ | 
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| 21 | /*                                                                        */ | 
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| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */ | 
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| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */ | 
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| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ | 
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| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */ | 
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| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */ | 
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| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */ | 
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| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */ | 
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| 29 | /**************************************************************************/ | 
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| 30 |  | 
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| 31 | #include "shader_types.h" | 
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| 32 | #include "core/math/math_defs.h" | 
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| 33 |  | 
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| 34 | const HashMap<StringName, ShaderLanguage::FunctionInfo> &ShaderTypes::get_functions(RS::ShaderMode p_mode) const { | 
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| 35 | return shader_modes[p_mode].functions; | 
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| 36 | } | 
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| 37 |  | 
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| 38 | const Vector<ShaderLanguage::ModeInfo> &ShaderTypes::get_modes(RS::ShaderMode p_mode) const { | 
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| 39 | return shader_modes[p_mode].modes; | 
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| 40 | } | 
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| 41 |  | 
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| 42 | const HashSet<String> &ShaderTypes::get_types() const { | 
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| 43 | return shader_types; | 
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| 44 | } | 
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| 45 |  | 
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| 46 | const List<String> &ShaderTypes::get_types_list() const { | 
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| 47 | return shader_types_list; | 
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| 48 | } | 
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| 49 |  | 
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| 50 | ShaderTypes *ShaderTypes::singleton = nullptr; | 
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| 51 |  | 
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| 52 | static ShaderLanguage::BuiltInInfo constt(ShaderLanguage::DataType p_type) { | 
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| 53 | return ShaderLanguage::BuiltInInfo(p_type, true); | 
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| 54 | } | 
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| 55 |  | 
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| 56 | ShaderTypes::ShaderTypes() { | 
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| 57 | singleton = this; | 
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| 58 |  | 
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| 59 | /*************** SPATIAL ***********************/ | 
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| 60 |  | 
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| 61 | shader_modes[RS::SHADER_SPATIAL].functions[ "global"].built_ins[ "TIME"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 62 | shader_modes[RS::SHADER_SPATIAL].functions[ "global"].built_ins[ "EXPOSURE"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 63 | shader_modes[RS::SHADER_SPATIAL].functions[ "constants"].built_ins[ "PI"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 64 | shader_modes[RS::SHADER_SPATIAL].functions[ "constants"].built_ins[ "TAU"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 65 | shader_modes[RS::SHADER_SPATIAL].functions[ "constants"].built_ins[ "E"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 66 |  | 
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| 67 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "VERTEX"] = ShaderLanguage::TYPE_VEC3; | 
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| 68 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "NORMAL"] = ShaderLanguage::TYPE_VEC3; | 
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| 69 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "TANGENT"] = ShaderLanguage::TYPE_VEC3; | 
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| 70 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "BINORMAL"] = ShaderLanguage::TYPE_VEC3; | 
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| 71 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "POSITION"] = ShaderLanguage::TYPE_VEC4; | 
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| 72 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "UV"] = ShaderLanguage::TYPE_VEC2; | 
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| 73 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "UV2"] = ShaderLanguage::TYPE_VEC2; | 
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| 74 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "COLOR"] = ShaderLanguage::TYPE_VEC4; | 
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| 75 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT; | 
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| 76 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "INSTANCE_ID"] = constt(ShaderLanguage::TYPE_INT); | 
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| 77 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4); | 
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| 78 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "VERTEX_ID"] = constt(ShaderLanguage::TYPE_INT); | 
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| 79 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT; | 
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| 80 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "BONE_INDICES"] = ShaderLanguage::TYPE_UVEC4; | 
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| 81 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "BONE_WEIGHTS"] = ShaderLanguage::TYPE_VEC4; | 
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| 82 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "CUSTOM0"] = ShaderLanguage::TYPE_VEC4; | 
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| 83 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "CUSTOM1"] = ShaderLanguage::TYPE_VEC4; | 
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| 84 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "CUSTOM2"] = ShaderLanguage::TYPE_VEC4; | 
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| 85 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "CUSTOM3"] = ShaderLanguage::TYPE_VEC4; | 
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| 86 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].can_discard = false; | 
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| 87 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].main_function = true; | 
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| 88 |  | 
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| 89 | //builtins | 
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| 90 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); | 
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| 91 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "MODEL_NORMAL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT3); | 
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| 92 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); | 
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| 93 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); | 
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| 94 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4; | 
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| 95 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); | 
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| 96 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "MODELVIEW_MATRIX"] = ShaderLanguage::TYPE_MAT4; | 
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| 97 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "MODELVIEW_NORMAL_MATRIX"] = ShaderLanguage::TYPE_MAT3; | 
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| 98 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); | 
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| 99 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL); | 
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| 100 |  | 
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| 101 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "NODE_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3; | 
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| 102 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "CAMERA_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3; | 
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| 103 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "CAMERA_DIRECTION_WORLD"] = ShaderLanguage::TYPE_VEC3; | 
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| 104 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "CAMERA_VISIBLE_LAYERS"] = ShaderLanguage::TYPE_UINT; | 
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| 105 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "NODE_POSITION_VIEW"] = ShaderLanguage::TYPE_VEC3; | 
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| 106 |  | 
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| 107 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "VIEW_INDEX"] = constt(ShaderLanguage::TYPE_INT); | 
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| 108 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "VIEW_MONO_LEFT"] = constt(ShaderLanguage::TYPE_INT); | 
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| 109 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "VIEW_RIGHT"] = constt(ShaderLanguage::TYPE_INT); | 
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| 110 | shader_modes[RS::SHADER_SPATIAL].functions[ "vertex"].built_ins[ "EYE_OFFSET"] = constt(ShaderLanguage::TYPE_VEC3); | 
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| 111 |  | 
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| 112 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "VERTEX"] = constt(ShaderLanguage::TYPE_VEC3); | 
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| 113 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4); | 
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| 114 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "FRONT_FACING"] = constt(ShaderLanguage::TYPE_BOOL); | 
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| 115 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "NORMAL"] = ShaderLanguage::TYPE_VEC3; | 
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| 116 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "TANGENT"] = ShaderLanguage::TYPE_VEC3; | 
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| 117 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "BINORMAL"] = ShaderLanguage::TYPE_VEC3; | 
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| 118 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "VIEW"] = constt(ShaderLanguage::TYPE_VEC3); | 
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| 119 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "NORMAL_MAP"] = ShaderLanguage::TYPE_VEC3; | 
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| 120 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "NORMAL_MAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT; | 
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| 121 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "UV"] = constt(ShaderLanguage::TYPE_VEC2); | 
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| 122 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "UV2"] = constt(ShaderLanguage::TYPE_VEC2); | 
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| 123 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "COLOR"] = constt(ShaderLanguage::TYPE_VEC4); | 
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| 124 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "ALBEDO"] = ShaderLanguage::TYPE_VEC3; | 
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| 125 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "ALPHA"] = ShaderLanguage::TYPE_FLOAT; | 
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| 126 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "METALLIC"] = ShaderLanguage::TYPE_FLOAT; | 
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| 127 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "SPECULAR"] = ShaderLanguage::TYPE_FLOAT; | 
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| 128 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT; | 
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| 129 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "RIM"] = ShaderLanguage::TYPE_FLOAT; | 
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| 130 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "RIM_TINT"] = ShaderLanguage::TYPE_FLOAT; | 
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| 131 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "CLEARCOAT"] = ShaderLanguage::TYPE_FLOAT; | 
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| 132 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "CLEARCOAT_ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT; | 
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| 133 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "ANISOTROPY"] = ShaderLanguage::TYPE_FLOAT; | 
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| 134 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "ANISOTROPY_FLOW"] = ShaderLanguage::TYPE_VEC2; | 
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| 135 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT; | 
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| 136 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "SSS_TRANSMITTANCE_COLOR"] = ShaderLanguage::TYPE_VEC4; | 
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| 137 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "SSS_TRANSMITTANCE_DEPTH"] = ShaderLanguage::TYPE_FLOAT; | 
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| 138 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "SSS_TRANSMITTANCE_BOOST"] = ShaderLanguage::TYPE_FLOAT; | 
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| 139 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "BACKLIGHT"] = ShaderLanguage::TYPE_VEC3; | 
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| 140 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "AO"] = ShaderLanguage::TYPE_FLOAT; | 
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| 141 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "AO_LIGHT_AFFECT"] = ShaderLanguage::TYPE_FLOAT; | 
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| 142 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "EMISSION"] = ShaderLanguage::TYPE_VEC3; | 
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| 143 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "DEPTH"] = ShaderLanguage::TYPE_FLOAT; | 
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| 144 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2); | 
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| 145 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2); | 
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| 146 |  | 
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| 147 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "NODE_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3; | 
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| 148 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "CAMERA_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3; | 
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| 149 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "CAMERA_DIRECTION_WORLD"] = ShaderLanguage::TYPE_VEC3; | 
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| 150 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "CAMERA_VISIBLE_LAYERS"] = ShaderLanguage::TYPE_UINT; | 
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| 151 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "NODE_POSITION_VIEW"] = ShaderLanguage::TYPE_VEC3; | 
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| 152 |  | 
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| 153 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "VIEW_INDEX"] = constt(ShaderLanguage::TYPE_INT); | 
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| 154 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "VIEW_MONO_LEFT"] = constt(ShaderLanguage::TYPE_INT); | 
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| 155 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "VIEW_RIGHT"] = constt(ShaderLanguage::TYPE_INT); | 
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| 156 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "EYE_OFFSET"] = constt(ShaderLanguage::TYPE_VEC3); | 
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| 157 |  | 
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| 158 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL); | 
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| 159 |  | 
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| 160 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); | 
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| 161 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "MODEL_NORMAL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT3); | 
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| 162 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); | 
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| 163 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); | 
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| 164 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); | 
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| 165 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); | 
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| 166 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); | 
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| 167 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "FOG"] = ShaderLanguage::TYPE_VEC4; // TODO consider adding to light shader | 
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| 168 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "RADIANCE"] = ShaderLanguage::TYPE_VEC4; | 
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| 169 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "IRRADIANCE"] = ShaderLanguage::TYPE_VEC4; | 
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| 170 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].can_discard = true; | 
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| 171 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].main_function = true; | 
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| 172 |  | 
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| 173 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "ALPHA_SCISSOR_THRESHOLD"] = ShaderLanguage::TYPE_FLOAT; | 
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| 174 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "ALPHA_HASH_SCALE"] = ShaderLanguage::TYPE_FLOAT; | 
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| 175 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "ALPHA_ANTIALIASING_EDGE"] = ShaderLanguage::TYPE_FLOAT; | 
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| 176 | shader_modes[RS::SHADER_SPATIAL].functions[ "fragment"].built_ins[ "ALPHA_TEXTURE_COORDINATE"] = ShaderLanguage::TYPE_VEC2; | 
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| 177 |  | 
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| 178 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].built_ins[ "MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); | 
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| 179 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].built_ins[ "VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); | 
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| 180 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].built_ins[ "INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); | 
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| 181 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].built_ins[ "PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); | 
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| 182 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].built_ins[ "INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); | 
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| 183 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].built_ins[ "VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); | 
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| 184 |  | 
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| 185 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].built_ins[ "FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4); | 
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| 186 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].built_ins[ "NORMAL"] = constt(ShaderLanguage::TYPE_VEC3); | 
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| 187 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].built_ins[ "UV"] = constt(ShaderLanguage::TYPE_VEC2); | 
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| 188 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].built_ins[ "UV2"] = constt(ShaderLanguage::TYPE_VEC2); | 
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| 189 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].built_ins[ "VIEW"] = constt(ShaderLanguage::TYPE_VEC3); | 
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| 190 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].built_ins[ "SPECULAR_AMOUNT"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 191 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].built_ins[ "LIGHT"] = constt(ShaderLanguage::TYPE_VEC3); | 
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| 192 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].built_ins[ "LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC3); | 
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| 193 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].built_ins[ "LIGHT_IS_DIRECTIONAL"] = constt(ShaderLanguage::TYPE_BOOL); | 
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| 194 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].built_ins[ "ATTENUATION"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 195 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].built_ins[ "ALBEDO"] = constt(ShaderLanguage::TYPE_VEC3); | 
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| 196 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].built_ins[ "BACKLIGHT"] = constt(ShaderLanguage::TYPE_VEC3); | 
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| 197 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].built_ins[ "METALLIC"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 198 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].built_ins[ "ROUGHNESS"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 199 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].built_ins[ "DIFFUSE_LIGHT"] = ShaderLanguage::TYPE_VEC3; | 
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| 200 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].built_ins[ "SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3; | 
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| 201 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].built_ins[ "OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL); | 
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| 202 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].built_ins[ "ALPHA"] = ShaderLanguage::TYPE_FLOAT; | 
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| 203 |  | 
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| 204 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].can_discard = true; | 
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| 205 | shader_modes[RS::SHADER_SPATIAL].functions[ "light"].main_function = true; | 
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| 206 |  | 
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| 207 | // spatial render modes | 
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| 208 | { | 
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| 209 | shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME( "blend"), "mix", "add", "sub", "mul"}); | 
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| 210 | shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME( "depth_draw"), "opaque", "always", "never"}); | 
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| 211 | shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME( "depth_prepass_alpha") }); | 
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| 212 | shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME( "depth_test_disabled") }); | 
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| 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 | 
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| 401 | shader_modes[RS::SHADER_PARTICLES].functions[ "start"].stage_functions[ "emit_subparticle"] = emit_vertex_func; | 
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| 402 | shader_modes[RS::SHADER_PARTICLES].functions[ "process"].stage_functions[ "emit_subparticle"] = emit_vertex_func; | 
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| 403 | } | 
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| 404 |  | 
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| 405 | // particles render modes | 
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| 406 | { | 
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| 407 | shader_modes[RS::SHADER_PARTICLES].modes.push_back({ PNAME( "collision_use_scale") }); | 
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| 408 | shader_modes[RS::SHADER_PARTICLES].modes.push_back({ PNAME( "disable_force") }); | 
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| 409 | shader_modes[RS::SHADER_PARTICLES].modes.push_back({ PNAME( "disable_velocity") }); | 
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| 410 | shader_modes[RS::SHADER_PARTICLES].modes.push_back({ PNAME( "keep_data") }); | 
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| 411 | } | 
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| 412 |  | 
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| 413 | /************ SKY **************************/ | 
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| 414 |  | 
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| 415 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "TIME"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 416 | shader_modes[RS::SHADER_SKY].functions[ "constants"].built_ins[ "PI"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 417 | shader_modes[RS::SHADER_SKY].functions[ "constants"].built_ins[ "TAU"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 418 | shader_modes[RS::SHADER_SKY].functions[ "constants"].built_ins[ "E"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 419 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "POSITION"] = constt(ShaderLanguage::TYPE_VEC3); | 
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| 420 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "RADIANCE"] = constt(ShaderLanguage::TYPE_SAMPLERCUBE); | 
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| 421 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "AT_HALF_RES_PASS"] = constt(ShaderLanguage::TYPE_BOOL); | 
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| 422 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "AT_QUARTER_RES_PASS"] = constt(ShaderLanguage::TYPE_BOOL); | 
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| 423 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "AT_CUBEMAP_PASS"] = constt(ShaderLanguage::TYPE_BOOL); | 
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| 424 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "LIGHT0_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL); | 
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| 425 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "LIGHT0_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3); | 
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| 426 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "LIGHT0_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 427 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "LIGHT0_COLOR"] = constt(ShaderLanguage::TYPE_VEC3); | 
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| 428 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "LIGHT0_SIZE"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 429 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "LIGHT1_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL); | 
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| 430 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "LIGHT1_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3); | 
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| 431 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "LIGHT1_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 432 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "LIGHT1_COLOR"] = constt(ShaderLanguage::TYPE_VEC3); | 
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| 433 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "LIGHT1_SIZE"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 434 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "LIGHT2_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL); | 
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| 435 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "LIGHT2_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3); | 
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| 436 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "LIGHT2_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 437 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "LIGHT2_COLOR"] = constt(ShaderLanguage::TYPE_VEC3); | 
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| 438 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "LIGHT2_SIZE"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 439 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "LIGHT3_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL); | 
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| 440 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "LIGHT3_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3); | 
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| 441 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "LIGHT3_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 442 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "LIGHT3_COLOR"] = constt(ShaderLanguage::TYPE_VEC3); | 
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| 443 | shader_modes[RS::SHADER_SKY].functions[ "global"].built_ins[ "LIGHT3_SIZE"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 444 |  | 
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| 445 | shader_modes[RS::SHADER_SKY].functions[ "sky"].built_ins[ "COLOR"] = ShaderLanguage::TYPE_VEC3; | 
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| 446 | shader_modes[RS::SHADER_SKY].functions[ "sky"].built_ins[ "ALPHA"] = ShaderLanguage::TYPE_FLOAT; | 
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| 447 | shader_modes[RS::SHADER_SKY].functions[ "sky"].built_ins[ "EYEDIR"] = constt(ShaderLanguage::TYPE_VEC3); | 
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| 448 | shader_modes[RS::SHADER_SKY].functions[ "sky"].built_ins[ "SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2); | 
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| 449 | shader_modes[RS::SHADER_SKY].functions[ "sky"].built_ins[ "FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4); | 
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| 450 | shader_modes[RS::SHADER_SKY].functions[ "sky"].built_ins[ "SKY_COORDS"] = constt(ShaderLanguage::TYPE_VEC2); | 
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| 451 | shader_modes[RS::SHADER_SKY].functions[ "sky"].built_ins[ "HALF_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4); | 
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| 452 | shader_modes[RS::SHADER_SKY].functions[ "sky"].built_ins[ "QUARTER_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4); | 
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| 453 | shader_modes[RS::SHADER_SKY].functions[ "sky"].built_ins[ "FOG"] = ShaderLanguage::TYPE_VEC4; | 
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| 454 | shader_modes[RS::SHADER_SKY].functions[ "sky"].main_function = true; | 
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| 455 |  | 
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| 456 | // sky render modes | 
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| 457 | { | 
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| 458 | shader_modes[RS::SHADER_SKY].modes.push_back({ PNAME( "use_half_res_pass") }); | 
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| 459 | shader_modes[RS::SHADER_SKY].modes.push_back({ PNAME( "use_quarter_res_pass") }); | 
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| 460 | shader_modes[RS::SHADER_SKY].modes.push_back({ PNAME( "disable_fog") }); | 
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| 461 | shader_modes[RS::SHADER_SKY].modes.push_back({ PNAME( "use_debanding") }); | 
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| 462 | } | 
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| 463 |  | 
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| 464 | /************ FOG **************************/ | 
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| 465 |  | 
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| 466 | shader_modes[RS::SHADER_FOG].functions[ "global"].built_ins[ "TIME"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 467 | shader_modes[RS::SHADER_FOG].functions[ "constants"].built_ins[ "PI"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 468 | shader_modes[RS::SHADER_FOG].functions[ "constants"].built_ins[ "TAU"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 469 | shader_modes[RS::SHADER_FOG].functions[ "constants"].built_ins[ "E"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 470 |  | 
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| 471 | shader_modes[RS::SHADER_FOG].functions[ "fog"].built_ins[ "WORLD_POSITION"] = constt(ShaderLanguage::TYPE_VEC3); | 
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| 472 | shader_modes[RS::SHADER_FOG].functions[ "fog"].built_ins[ "OBJECT_POSITION"] = constt(ShaderLanguage::TYPE_VEC3); | 
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| 473 | shader_modes[RS::SHADER_FOG].functions[ "fog"].built_ins[ "UVW"] = constt(ShaderLanguage::TYPE_VEC3); | 
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| 474 | shader_modes[RS::SHADER_FOG].functions[ "fog"].built_ins[ "SIZE"] = constt(ShaderLanguage::TYPE_VEC3); | 
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| 475 | shader_modes[RS::SHADER_FOG].functions[ "fog"].built_ins[ "SDF"] = constt(ShaderLanguage::TYPE_FLOAT); | 
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| 476 | shader_modes[RS::SHADER_FOG].functions[ "fog"].built_ins[ "ALBEDO"] = ShaderLanguage::TYPE_VEC3; | 
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| 477 | shader_modes[RS::SHADER_FOG].functions[ "fog"].built_ins[ "DENSITY"] = ShaderLanguage::TYPE_FLOAT; | 
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| 478 | shader_modes[RS::SHADER_FOG].functions[ "fog"].built_ins[ "EMISSION"] = ShaderLanguage::TYPE_VEC3; | 
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| 479 | shader_modes[RS::SHADER_FOG].functions[ "fog"].main_function = true; | 
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| 480 |  | 
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| 481 | shader_types_list.push_back( "spatial"); | 
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| 482 | shader_types_list.push_back( "canvas_item"); | 
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| 483 | shader_types_list.push_back( "particles"); | 
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| 484 | shader_types_list.push_back( "sky"); | 
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| 485 | shader_types_list.push_back( "fog"); | 
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| 486 |  | 
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| 487 | for (int i = 0; i < shader_types_list.size(); i++) { | 
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| 488 | shader_types.insert(shader_types_list[i]); | 
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| 489 | } | 
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| 490 | } | 
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| 491 |  | 
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