238 lines
17 KiB
C++
238 lines
17 KiB
C++
/*************************************************************************/
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/* shader_types.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "shader_types.h"
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const Map<StringName, Map<StringName, ShaderLanguage::DataType> > &ShaderTypes::get_functions(VS::ShaderMode p_mode) {
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return shader_modes[p_mode].functions;
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}
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const Set<String> &ShaderTypes::get_modes(VS::ShaderMode p_mode) {
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return shader_modes[p_mode].modes;
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}
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const Set<String> &ShaderTypes::get_types() {
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return shader_types;
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}
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ShaderTypes *ShaderTypes::singleton = NULL;
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ShaderTypes::ShaderTypes() {
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singleton = this;
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/*************** SPATIAL ***********************/
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_VERTEX"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_NORMAL"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_BONES"] = ShaderLanguage::TYPE_IVEC4;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_WEIGHTS"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["POSITION"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["VERTEX"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["NORMAL"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["TANGENT"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["BINORMAL"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["UV"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["UV2"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["COLOR"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["INSTANCE_ID"] = ShaderLanguage::TYPE_INT;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["INSTANCE_CUSTOM"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
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//builtins
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["INV_CAMERA_MATRIX"] = ShaderLanguage::TYPE_MAT4;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["CAMERA_MATRIX"] = ShaderLanguage::TYPE_MAT4;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["MODELVIEW_MATRIX"] = ShaderLanguage::TYPE_MAT4;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["TIME"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["VIEWPORT_SIZE"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["VERTEX"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["FRAGCOORD"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["FRONT_FACING"] = ShaderLanguage::TYPE_BOOL;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMAL"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["TANGENT"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["BINORMAL"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMALMAP"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["UV"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["UV2"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["COLOR"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMAL"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALBEDO"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["METALLIC"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECULAR"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["RIM"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["RIM_TINT"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["CLEARCOAT"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["CLEARCOAT_GLOSS"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ANISOTROPY"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ANISOTROPY_FLOW"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["AO"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["EMISSION"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["DISCARD"] = ShaderLanguage::TYPE_BOOL;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["DEPTH_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["POINT_COORD"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SIDE"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["INV_CAMERA_MATRIX"] = ShaderLanguage::TYPE_MAT4;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["TIME"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["VIEWPORT_SIZE"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_mix");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_add");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_sub");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_mul");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_opaque");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_always");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_never");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_alpha_prepass");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("cull_front");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("cull_back");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("cull_disabled");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("unshaded");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("ontop");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_lambert");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_half_lambert");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_oren_nayar");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_burley");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_toon");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_schlick_ggx");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_blinn");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_phong");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_toon");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_disabled");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("skip_vertex_transform");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("world_vertex_coords");
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shader_modes[VS::SHADER_SPATIAL].modes.insert("vertex_lighting");
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/************ CANVAS ITEM **************************/
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["SRC_VERTEX"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["VERTEX"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["UV"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["VERTEX_COLOR"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["EXTRA_MATRIX"] = ShaderLanguage::TYPE_MAT4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["TIME"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["PARTICLE_CUSTOM"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["AT_LIGHT_PASS"] = ShaderLanguage::TYPE_BOOL;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SRC_COLOR"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["FRAGCOORD"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMAL"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMALMAP"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["UV"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["COLOR"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["TEXTURE_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SCREEN_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["POINT_COORD"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["TIME"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["AT_LIGHT_PASS"] = ShaderLanguage::TYPE_BOOL;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["POSITION"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["NORMAL"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["UV"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["COLOR"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["TEXTURE_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_VEC"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_HEIGHT"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_COLOR"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_UV"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_SHADOW"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["SHADOW"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["POINT_COORD"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["TIME"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("skip_vertex_transform");
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shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_mix");
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shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_add");
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shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_sub");
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shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_mul");
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shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_premul_alpha");
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shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("unshaded");
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shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("light_only");
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/************ PARTICLES **************************/
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["COLOR"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["VELOCITY"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["MASS"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["ACTIVE"] = ShaderLanguage::TYPE_BOOL;
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["RESTART"] = ShaderLanguage::TYPE_BOOL;
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["TIME"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["LIFETIME"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["DELTA"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["NUMBER"] = ShaderLanguage::TYPE_UINT;
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["INDEX"] = ShaderLanguage::TYPE_INT;
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["EMISSION_TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["RANDOM_SEED"] = ShaderLanguage::TYPE_UINT;
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shader_modes[VS::SHADER_PARTICLES].modes.insert("billboard");
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shader_modes[VS::SHADER_PARTICLES].modes.insert("disable_force");
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shader_modes[VS::SHADER_PARTICLES].modes.insert("disable_velocity");
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shader_modes[VS::SHADER_PARTICLES].modes.insert("keep_data");
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shader_types.insert("spatial");
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shader_types.insert("canvas_item");
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shader_types.insert("particles");
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}
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