446 lines
14 KiB
C++
446 lines
14 KiB
C++
/*************************************************************************/
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/* shader_graph.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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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#ifndef SHADER_GRAPH_H
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#define SHADER_GRAPH_H
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// FIXME: Needs to be ported to the new 3.0 shader API
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#if 0
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#include "map.h"
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#include "scene/resources/shader.h"
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class ShaderGraph : public Shader {
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GDCLASS( ShaderGraph, Shader );
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RES_BASE_EXTENSION("vshader");
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public:
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enum NodeType {
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NODE_INPUT, // all inputs (shader type dependent)
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NODE_SCALAR_CONST, //scalar constant
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NODE_VEC_CONST, //vec3 constant
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NODE_RGB_CONST, //rgb constant (shows a color picker instead)
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NODE_XFORM_CONST, // 4x4 matrix constant
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NODE_TIME, // time in seconds
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NODE_SCREEN_TEX, // screen texture sampler (takes UV) (only usable in fragment shader)
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NODE_SCALAR_OP, // scalar vs scalar op (mul, add, div, etc)
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NODE_VEC_OP, // vec3 vs vec3 op (mul,ad,div,crossprod,etc)
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NODE_VEC_SCALAR_OP, // vec3 vs scalar op (mul, add, div, etc)
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NODE_RGB_OP, // vec3 vs vec3 rgb op (with scalar amount), like brighten, darken, burn, dodge, multiply, etc.
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NODE_XFORM_MULT, // mat4 x mat4
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NODE_XFORM_VEC_MULT, // mat4 x vec3 mult (with no-translation option)
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NODE_XFORM_VEC_INV_MULT, // mat4 x vec3 inverse mult (with no-translation option)
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NODE_SCALAR_FUNC, // scalar function (sin, cos, etc)
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NODE_VEC_FUNC, // vector function (normalize, negate, reciprocal, rgb2hsv, hsv2rgb, etc, etc)
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NODE_VEC_LEN, // vec3 length
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NODE_DOT_PROD, // vec3 . vec3 (dot product -> scalar output)
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NODE_VEC_TO_SCALAR, // 1 vec3 input, 3 scalar outputs
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NODE_SCALAR_TO_VEC, // 3 scalar input, 1 vec3 output
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NODE_XFORM_TO_VEC, // 3 vec input, 1 xform output
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NODE_VEC_TO_XFORM, // 3 vec input, 1 xform output
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NODE_SCALAR_INTERP, // scalar interpolation (with optional curve)
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NODE_VEC_INTERP, // vec3 interpolation (with optional curve)
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NODE_COLOR_RAMP, //take scalar, output vec3
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NODE_CURVE_MAP, //take scalar, otput scalar
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NODE_SCALAR_INPUT, // scalar uniform (assignable in material)
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NODE_VEC_INPUT, // vec3 uniform (assignable in material)
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NODE_RGB_INPUT, // color uniform (assignable in material)
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NODE_XFORM_INPUT, // mat4 uniform (assignable in material)
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NODE_TEXTURE_INPUT, // texture input (assignable in material)
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NODE_CUBEMAP_INPUT, // cubemap input (assignable in material)
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NODE_DEFAULT_TEXTURE,
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NODE_OUTPUT, // output (shader type dependent)
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NODE_COMMENT, // comment
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NODE_TYPE_MAX
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};
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struct Connection {
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int src_id;
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int src_slot;
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int dst_id;
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int dst_slot;
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};
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enum SlotType {
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SLOT_TYPE_SCALAR,
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SLOT_TYPE_VEC,
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SLOT_TYPE_XFORM,
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SLOT_TYPE_TEXTURE,
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SLOT_MAX
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};
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enum ShaderType {
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SHADER_TYPE_VERTEX,
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SHADER_TYPE_FRAGMENT,
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SHADER_TYPE_LIGHT,
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SHADER_TYPE_MAX
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};
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enum SlotDir {
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SLOT_IN,
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SLOT_OUT
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};
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enum GraphError {
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GRAPH_OK,
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GRAPH_ERROR_CYCLIC,
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GRAPH_ERROR_MISSING_CONNECTIONS
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};
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private:
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String _find_unique_name(const String& p_base);
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enum {SLOT_DEFAULT_VALUE = 0x7FFFFFFF};
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struct SourceSlot {
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int id;
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int slot;
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bool operator==(const SourceSlot& p_slot) const {
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return id==p_slot.id && slot==p_slot.slot;
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}
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};
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struct Node {
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Vector2 pos;
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NodeType type;
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Variant param1;
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Variant param2;
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Map<int, Variant> defaults;
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int id;
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mutable int order; // used for sorting
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int sort_order;
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Map<int,SourceSlot> connections;
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};
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struct ShaderData {
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Map<int,Node> node_map;
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GraphError error;
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} shader[3];
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struct InOutParamInfo {
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Mode shader_mode;
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ShaderType shader_type;
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const char *name;
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const char *variable;
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const char *postfix;
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SlotType slot_type;
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SlotDir dir;
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};
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static const InOutParamInfo inout_param_info[];
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struct NodeSlotInfo {
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enum { MAX_INS=3, MAX_OUTS=3 };
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NodeType type;
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const SlotType ins[MAX_INS];
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const SlotType outs[MAX_OUTS];
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};
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static const NodeSlotInfo node_slot_info[];
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bool _pending_update_shader;
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void _update_shader();
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void _request_update();
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void _plot_curve(const Vector2& p_a,const Vector2& p_b,const Vector2& p_c,const Vector2& p_d,uint8_t* p_heights,bool *p_useds);
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void _add_node_code(ShaderType p_type,Node *p_node,const Vector<String>& p_inputs,String& code);
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Array _get_node_list(ShaderType p_type) const;
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Array _get_connections(ShaderType p_type) const;
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void _set_data(const Dictionary& p_data);
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Dictionary _get_data() const;
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protected:
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static void _bind_methods();
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public:
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void node_add(ShaderType p_type, NodeType p_node_type, int p_id);
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void node_remove(ShaderType p_which,int p_id);
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void node_set_position(ShaderType p_which,int p_id,const Point2& p_pos);
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Point2 node_get_position(ShaderType p_which,int p_id) const;
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void get_node_list(ShaderType p_which,List<int> *p_node_list) const;
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NodeType node_get_type(ShaderType p_which,int p_id) const;
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void scalar_const_node_set_value(ShaderType p_which,int p_id,float p_value);
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float scalar_const_node_get_value(ShaderType p_which,int p_id) const;
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void vec_const_node_set_value(ShaderType p_which,int p_id,const Vector3& p_value);
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Vector3 vec_const_node_get_value(ShaderType p_which,int p_id) const;
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void rgb_const_node_set_value(ShaderType p_which,int p_id,const Color& p_value);
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Color rgb_const_node_get_value(ShaderType p_which,int p_id) const;
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void xform_const_node_set_value(ShaderType p_which,int p_id,const Transform& p_value);
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Transform xform_const_node_get_value(ShaderType p_which,int p_id) const;
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void texture_node_set_filter_size(ShaderType p_which,int p_id,int p_size);
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int texture_node_get_filter_size(ShaderType p_which,int p_id) const;
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void texture_node_set_filter_strength(ShaderType p_which,float p_id,float p_strength);
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float texture_node_get_filter_strength(ShaderType p_which,float p_id) const;
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void duplicate_nodes(ShaderType p_which, List<int> &p_nodes);
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List<int> generate_ids(ShaderType p_type, int count);
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enum ScalarOp {
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SCALAR_OP_ADD,
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SCALAR_OP_SUB,
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SCALAR_OP_MUL,
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SCALAR_OP_DIV,
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SCALAR_OP_MOD,
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SCALAR_OP_POW,
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SCALAR_OP_MAX,
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SCALAR_OP_MIN,
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SCALAR_OP_ATAN2,
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SCALAR_MAX_OP
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};
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void scalar_op_node_set_op(ShaderType p_which,float p_id,ScalarOp p_op);
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ScalarOp scalar_op_node_get_op(ShaderType p_which,float p_id) const;
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enum VecOp {
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VEC_OP_ADD,
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VEC_OP_SUB,
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VEC_OP_MUL,
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VEC_OP_DIV,
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VEC_OP_MOD,
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VEC_OP_POW,
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VEC_OP_MAX,
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VEC_OP_MIN,
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VEC_OP_CROSS,
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VEC_MAX_OP
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};
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void vec_op_node_set_op(ShaderType p_which,float p_id,VecOp p_op);
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VecOp vec_op_node_get_op(ShaderType p_which,float p_id) const;
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enum VecScalarOp {
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VEC_SCALAR_OP_MUL,
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VEC_SCALAR_OP_DIV,
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VEC_SCALAR_OP_POW,
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VEC_SCALAR_MAX_OP
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};
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void vec_scalar_op_node_set_op(ShaderType p_which,float p_id,VecScalarOp p_op);
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VecScalarOp vec_scalar_op_node_get_op(ShaderType p_which,float p_id) const;
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enum RGBOp {
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RGB_OP_SCREEN,
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RGB_OP_DIFFERENCE,
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RGB_OP_DARKEN,
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RGB_OP_LIGHTEN,
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RGB_OP_OVERLAY,
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RGB_OP_DODGE,
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RGB_OP_BURN,
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RGB_OP_SOFT_LIGHT,
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RGB_OP_HARD_LIGHT,
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RGB_MAX_OP
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};
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void rgb_op_node_set_op(ShaderType p_which,float p_id,RGBOp p_op);
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RGBOp rgb_op_node_get_op(ShaderType p_which,float p_id) const;
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void xform_vec_mult_node_set_no_translation(ShaderType p_which,int p_id,bool p_no_translation);
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bool xform_vec_mult_node_get_no_translation(ShaderType p_which,int p_id) const;
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enum ScalarFunc {
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SCALAR_FUNC_SIN,
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SCALAR_FUNC_COS,
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SCALAR_FUNC_TAN,
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SCALAR_FUNC_ASIN,
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SCALAR_FUNC_ACOS,
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SCALAR_FUNC_ATAN,
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SCALAR_FUNC_SINH,
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SCALAR_FUNC_COSH,
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SCALAR_FUNC_TANH,
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SCALAR_FUNC_LOG,
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SCALAR_FUNC_EXP,
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SCALAR_FUNC_SQRT,
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SCALAR_FUNC_ABS,
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SCALAR_FUNC_SIGN,
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SCALAR_FUNC_FLOOR,
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SCALAR_FUNC_ROUND,
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SCALAR_FUNC_CEIL,
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SCALAR_FUNC_FRAC,
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SCALAR_FUNC_SATURATE,
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SCALAR_FUNC_NEGATE,
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SCALAR_MAX_FUNC
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};
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void scalar_func_node_set_function(ShaderType p_which,int p_id,ScalarFunc p_func);
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ScalarFunc scalar_func_node_get_function(ShaderType p_which,int p_id) const;
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enum VecFunc {
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VEC_FUNC_NORMALIZE,
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VEC_FUNC_SATURATE,
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VEC_FUNC_NEGATE,
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VEC_FUNC_RECIPROCAL,
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VEC_FUNC_RGB2HSV,
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VEC_FUNC_HSV2RGB,
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VEC_MAX_FUNC
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};
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void default_set_value(ShaderType p_which,int p_id,int p_param, const Variant& p_value);
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Variant default_get_value(ShaderType p_which,int p_id,int p_param);
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void vec_func_node_set_function(ShaderType p_which,int p_id,VecFunc p_func);
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VecFunc vec_func_node_get_function(ShaderType p_which,int p_id) const;
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void color_ramp_node_set_ramp(ShaderType p_which,int p_id,const PoolVector<Color>& p_colors, const PoolVector<real_t>& p_offsets);
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PoolVector<Color> color_ramp_node_get_colors(ShaderType p_which,int p_id) const;
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PoolVector<real_t> color_ramp_node_get_offsets(ShaderType p_which,int p_id) const;
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void curve_map_node_set_points(ShaderType p_which, int p_id, const PoolVector<Vector2>& p_points);
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PoolVector<Vector2> curve_map_node_get_points(ShaderType p_which,int p_id) const;
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void input_node_set_name(ShaderType p_which,int p_id,const String& p_name);
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String input_node_get_name(ShaderType p_which,int p_id);
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void scalar_input_node_set_value(ShaderType p_which,int p_id,float p_value);
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float scalar_input_node_get_value(ShaderType p_which,int p_id) const;
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void vec_input_node_set_value(ShaderType p_which,int p_id,const Vector3& p_value);
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Vector3 vec_input_node_get_value(ShaderType p_which,int p_id) const;
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void rgb_input_node_set_value(ShaderType p_which,int p_id,const Color& p_value);
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Color rgb_input_node_get_value(ShaderType p_which,int p_id) const;
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void xform_input_node_set_value(ShaderType p_which,int p_id,const Transform& p_value);
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Transform xform_input_node_get_value(ShaderType p_which,int p_id) const;
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void texture_input_node_set_value(ShaderType p_which,int p_id,const Ref<Texture>& p_texture);
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Ref<Texture> texture_input_node_get_value(ShaderType p_which,int p_id) const;
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void cubemap_input_node_set_value(ShaderType p_which,int p_id,const Ref<CubeMap>& p_cubemap);
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Ref<CubeMap> cubemap_input_node_get_value(ShaderType p_which,int p_id) const;
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void comment_node_set_text(ShaderType p_which,int p_id,const String& p_comment);
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String comment_node_get_text(ShaderType p_which,int p_id) const;
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Error connect_node(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
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bool is_node_connected(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const;
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void disconnect_node(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
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void get_node_connections(ShaderType p_which,List<Connection> *p_connections) const;
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bool is_slot_connected(ShaderType p_which,int p_dst_id,int slot_id);
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void clear(ShaderType p_which);
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Variant node_get_state(ShaderType p_type, int p_node) const;
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void node_set_state(ShaderType p_type, int p_id, const Variant& p_state);
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GraphError get_graph_error(ShaderType p_type) const;
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int node_count(ShaderType p_which, int p_type);
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static int get_type_input_count(NodeType p_type);
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static int get_type_output_count(NodeType p_type);
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static SlotType get_type_input_type(NodeType p_type,int p_idx);
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static SlotType get_type_output_type(NodeType p_type,int p_idx);
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static bool is_type_valid(Mode p_mode,ShaderType p_type);
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struct SlotInfo {
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String name;
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SlotType type;
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SlotDir dir;
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};
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static void get_input_output_node_slot_info(Mode p_mode, ShaderType p_type, List<SlotInfo> *r_slots);
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static int get_node_input_slot_count(Mode p_mode, ShaderType p_shader_type,NodeType p_type);
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static int get_node_output_slot_count(Mode p_mode, ShaderType p_shader_type,NodeType p_type);
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static SlotType get_node_input_slot_type(Mode p_mode, ShaderType p_shader_type,NodeType p_type,int p_idx);
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static SlotType get_node_output_slot_type(Mode p_mode, ShaderType p_shader_type,NodeType p_type,int p_idx);
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ShaderGraph(Mode p_mode);
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~ShaderGraph();
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};
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//helper functions
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VARIANT_ENUM_CAST( ShaderGraph::NodeType );
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VARIANT_ENUM_CAST( ShaderGraph::ShaderType );
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VARIANT_ENUM_CAST( ShaderGraph::SlotType );
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VARIANT_ENUM_CAST( ShaderGraph::ScalarOp );
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VARIANT_ENUM_CAST( ShaderGraph::VecOp );
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VARIANT_ENUM_CAST( ShaderGraph::VecScalarOp );
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VARIANT_ENUM_CAST( ShaderGraph::RGBOp );
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VARIANT_ENUM_CAST( ShaderGraph::ScalarFunc );
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VARIANT_ENUM_CAST( ShaderGraph::VecFunc );
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VARIANT_ENUM_CAST( ShaderGraph::GraphError );
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class MaterialShaderGraph : public ShaderGraph {
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GDCLASS( MaterialShaderGraph, ShaderGraph );
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public:
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MaterialShaderGraph() : ShaderGraph(MODE_MATERIAL) {
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}
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};
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class CanvasItemShaderGraph : public ShaderGraph {
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GDCLASS( CanvasItemShaderGraph, ShaderGraph );
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public:
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CanvasItemShaderGraph() : ShaderGraph(MODE_CANVAS_ITEM) {
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}
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};
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#endif
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#endif // SHADER_GRAPH_H
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