| 1 | /**************************************************************************/ |
| 2 | /* shader_types.cpp */ |
| 3 | /**************************************************************************/ |
| 4 | /* This file is part of: */ |
| 5 | /* GODOT ENGINE */ |
| 6 | /* https://godotengine.org */ |
| 7 | /**************************************************************************/ |
| 8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
| 9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
| 10 | /* */ |
| 11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
| 12 | /* a copy of this software and associated documentation files (the */ |
| 13 | /* "Software"), to deal in the Software without restriction, including */ |
| 14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
| 16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
| 17 | /* the following conditions: */ |
| 18 | /* */ |
| 19 | /* The above copyright notice and this permission notice shall be */ |
| 20 | /* included in all copies or substantial portions of the Software. */ |
| 21 | /* */ |
| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
| 29 | /**************************************************************************/ |
| 30 | |
| 31 | #include "shader_types.h" |
| 32 | #include "core/math/math_defs.h" |
| 33 | |
| 34 | const HashMap<StringName, ShaderLanguage::FunctionInfo> &ShaderTypes::get_functions(RS::ShaderMode p_mode) const { |
| 35 | return shader_modes[p_mode].functions; |
| 36 | } |
| 37 | |
| 38 | const Vector<ShaderLanguage::ModeInfo> &ShaderTypes::get_modes(RS::ShaderMode p_mode) const { |
| 39 | return shader_modes[p_mode].modes; |
| 40 | } |
| 41 | |
| 42 | const HashSet<String> &ShaderTypes::get_types() const { |
| 43 | return shader_types; |
| 44 | } |
| 45 | |
| 46 | const List<String> &ShaderTypes::get_types_list() const { |
| 47 | return shader_types_list; |
| 48 | } |
| 49 | |
| 50 | ShaderTypes *ShaderTypes::singleton = nullptr; |
| 51 | |
| 52 | static ShaderLanguage::BuiltInInfo constt(ShaderLanguage::DataType p_type) { |
| 53 | return ShaderLanguage::BuiltInInfo(p_type, true); |
| 54 | } |
| 55 | |
| 56 | ShaderTypes::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 | |