/*************************************************************************/ /* shader_types.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "shader_types.h" const Map &ShaderTypes::get_functions(VS::ShaderMode p_mode) { return shader_modes[p_mode].functions; } const Vector &ShaderTypes::get_modes(VS::ShaderMode p_mode) { return shader_modes[p_mode].modes; } const Set &ShaderTypes::get_types() { return shader_types; } ShaderTypes *ShaderTypes::singleton = NULL; static ShaderLanguage::BuiltInInfo constt(ShaderLanguage::DataType p_type) { return ShaderLanguage::BuiltInInfo(p_type, true); } ShaderTypes::ShaderTypes() { singleton = this; /*************** SPATIAL ***********************/ shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["BINORMAL"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["UV2"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_ID"] = constt(ShaderLanguage::TYPE_INT); shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4); shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].can_discard = false; //builtins shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL); shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VERTEX"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4); shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["FRONT_FACING"] = constt(ShaderLanguage::TYPE_BOOL); shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["BINORMAL"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMALMAP"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV2"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4); shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["METALLIC"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SPECULAR"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["RIM"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["RIM_TINT"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["CLEARCOAT"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["CLEARCOAT_GLOSS"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY_FLOW"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TRANSMISSION"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["AO"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["AO_LIGHT_AFFECT"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["EMISSION"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_SCISSOR"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL); shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[VS::SHADER_SPATIAL].functions["fragment"].can_discard = true; shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4); shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["NORMAL"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ATTENUATION"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ALBEDO"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["TRANSMISSION"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ROUGHNESS"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["DIFFUSE_LIGHT"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL); shader_modes[VS::SHADER_SPATIAL].functions["light"].can_discard = true; //order used puts first enum mode (default) first shader_modes[VS::SHADER_SPATIAL].modes.push_back("blend_mix"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("blend_add"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("blend_sub"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("blend_mul"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_draw_opaque"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_draw_always"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_draw_never"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_draw_alpha_prepass"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_test_disable"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("cull_back"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("cull_front"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("cull_disabled"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("unshaded"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_lambert"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_lambert_wrap"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_oren_nayar"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_burley"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_toon"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("specular_schlick_ggx"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("specular_blinn"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("specular_phong"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("specular_toon"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("specular_disabled"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("skip_vertex_transform"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("world_vertex_coords"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("ensure_correct_normals"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("shadows_disabled"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("ambient_light_disabled"); shader_modes[VS::SHADER_SPATIAL].modes.push_back("vertex_lighting"); /************ CANVAS ITEM **************************/ shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["EXTRA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4); shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL); shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].can_discard = false; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4); shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMALMAP"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D); shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D); shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL); shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D); shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].can_discard = true; shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4); shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["NORMAL"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4); shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D); shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_VEC"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_HEIGHT"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_COLOR"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_UV"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SHADOW_COLOR"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].can_discard = true; shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("skip_vertex_transform"); shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_mix"); shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_add"); shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_sub"); shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_mul"); shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_premul_alpha"); shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_disabled"); shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("unshaded"); shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("light_only"); /************ PARTICLES **************************/ shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["ACTIVE"] = ShaderLanguage::TYPE_BOOL; shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["RESTART"] = constt(ShaderLanguage::TYPE_BOOL); shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT); shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_INT); shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT); shader_modes[VS::SHADER_PARTICLES].functions["vertex"].can_discard = false; shader_modes[VS::SHADER_PARTICLES].modes.push_back("disable_force"); shader_modes[VS::SHADER_PARTICLES].modes.push_back("disable_velocity"); shader_modes[VS::SHADER_PARTICLES].modes.push_back("keep_data"); shader_types.insert("spatial"); shader_types.insert("canvas_item"); shader_types.insert("particles"); }