280 lines
22 KiB
C++
280 lines
22 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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/* 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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#include "shader_types.h"
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const Map<StringName, ShaderLanguage::FunctionInfo> &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 Vector<StringName> &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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static ShaderLanguage::BuiltInInfo constt(ShaderLanguage::DataType p_type) {
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return ShaderLanguage::BuiltInInfo(p_type, true);
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}
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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"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["BINORMAL"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["POSITION"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["UV2"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_ID"] = constt(ShaderLanguage::TYPE_INT);
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].can_discard = false;
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//builtins
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_MATRIX"] = ShaderLanguage::TYPE_MAT4;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VERTEX"] = constt(ShaderLanguage::TYPE_VEC3);
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["FRONT_FACING"] = constt(ShaderLanguage::TYPE_BOOL);
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["BINORMAL"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMALMAP"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV2"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["METALLIC"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SPECULAR"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["RIM"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["RIM_TINT"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["CLEARCOAT"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["CLEARCOAT_GLOSS"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY_FLOW"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TRANSMISSION"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["AO"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["AO_LIGHT_AFFECT"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["EMISSION"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_SCISSOR"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].can_discard = true;
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shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
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shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
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shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
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shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
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shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
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shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
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shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
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shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
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shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
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shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT"] = constt(ShaderLanguage::TYPE_VEC3);
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shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
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shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ATTENUATION"] = constt(ShaderLanguage::TYPE_VEC3);
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shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ALBEDO"] = constt(ShaderLanguage::TYPE_VEC3);
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shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["TRANSMISSION"] = constt(ShaderLanguage::TYPE_VEC3);
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shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ROUGHNESS"] = constt(ShaderLanguage::TYPE_FLOAT);
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shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["DIFFUSE_LIGHT"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
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shader_modes[VS::SHADER_SPATIAL].functions["light"].can_discard = true;
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//order used puts first enum mode (default) first
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("blend_mix");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("blend_add");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("blend_sub");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("blend_mul");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_draw_opaque");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_draw_always");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_draw_never");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_draw_alpha_prepass");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_test_disable");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("cull_back");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("cull_front");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("cull_disabled");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("unshaded");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_lambert");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_lambert_wrap");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_oren_nayar");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_burley");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_toon");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("specular_schlick_ggx");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("specular_blinn");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("specular_phong");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("specular_toon");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("specular_disabled");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("skip_vertex_transform");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("world_vertex_coords");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("ensure_correct_normals");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("shadows_disabled");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("ambient_light_disabled");
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("vertex_lighting");
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/************ CANVAS ITEM **************************/
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["EXTRA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].can_discard = false;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMALMAP"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].can_discard = true;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_VEC"] = ShaderLanguage::TYPE_VEC2;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_HEIGHT"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_COLOR"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_UV"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SHADOW_COLOR"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
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shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].can_discard = true;
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shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("skip_vertex_transform");
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shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_mix");
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shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_add");
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shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_sub");
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shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_mul");
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shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_premul_alpha");
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shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_disabled");
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shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("unshaded");
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shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("light_only");
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/************ PARTICLES **************************/
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["ACTIVE"] = ShaderLanguage::TYPE_BOOL;
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["RESTART"] = constt(ShaderLanguage::TYPE_BOOL);
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT);
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT);
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT);
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_INT);
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4);
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT);
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shader_modes[VS::SHADER_PARTICLES].functions["vertex"].can_discard = false;
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shader_modes[VS::SHADER_PARTICLES].modes.push_back("disable_force");
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shader_modes[VS::SHADER_PARTICLES].modes.push_back("disable_velocity");
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shader_modes[VS::SHADER_PARTICLES].modes.push_back("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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