Refactor GLSL shader compilation

-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
This commit is contained in:
reduz 2021-04-13 17:01:43 -03:00
parent 8ce0fb0a94
commit d3b49c416a
64 changed files with 415 additions and 804 deletions

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@ -205,7 +205,7 @@ void ShaderTextEditor::_code_complete_script(const String &p_code, List<ScriptCo
ShaderLanguage sl;
String calltip;
sl.complete(p_code, ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types(), _get_global_variable_type, r_options, calltip);
sl.complete(p_code, ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader->get_mode())), ShaderLanguage::VaryingFunctionNames(), ShaderTypes::get_singleton()->get_types(), _get_global_variable_type, r_options, calltip);
get_text_editor()->set_code_hint(calltip);
}
@ -219,7 +219,7 @@ void ShaderTextEditor::_validate_script() {
ShaderLanguage sl;
Error err = sl.compile(code, ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types(), _get_global_variable_type);
Error err = sl.compile(code, ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader->get_mode())), ShaderLanguage::VaryingFunctionNames(), ShaderTypes::get_singleton()->get_types(), _get_global_variable_type);
if (err != OK) {
String error_text = "error(" + itos(sl.get_error_line()) + "): " + sl.get_error_text();

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@ -3398,7 +3398,7 @@ void VisualShaderEditor::_update_preview() {
ShaderLanguage sl;
Error err = sl.compile(code, ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(visual_shader->get_mode())), ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(visual_shader->get_mode())), ShaderTypes::get_singleton()->get_types(), _get_global_variable_type);
Error err = sl.compile(code, ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(visual_shader->get_mode())), ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(visual_shader->get_mode())), ShaderLanguage::VaryingFunctionNames(), ShaderTypes::get_singleton()->get_types(), _get_global_variable_type);
for (int i = 0; i < preview_text->get_line_count(); i++) {
preview_text->set_line_as_marked(i, false);

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@ -7,7 +7,7 @@ triangles = "#define MODE_TRIANGLES";
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#include "lm_common_inc.glsl"
@ -74,7 +74,7 @@ void main() {
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#include "lm_common_inc.glsl"

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@ -10,7 +10,7 @@ light_probes = "#define MODE_LIGHT_PROBES";
#version 450
VERSION_DEFINES
#VERSION_DEFINES
// One 2D local group focusing in one layer at a time, though all
// in parallel (no barriers) makes more sense than a 3D local group

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@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#include "lm_common_inc.glsl"
@ -56,7 +56,7 @@ void main() {
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#include "lm_common_inc.glsl"

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@ -289,7 +289,7 @@ void ParticlesMaterial::_update_shader() {
code += "}\n";
code += "\n";
code += "void compute() {\n";
code += "void process() {\n";
code += " uint base_number = NUMBER;\n";
code += " uint alt_seed = hash(base_number + uint(1) + RANDOM_SEED);\n";
code += " float angle_rand = rand_from_seed(alt_seed);\n";

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@ -194,7 +194,7 @@ ProceduralSkyMaterial::ProceduralSkyMaterial() {
code += "uniform float sun_angle_max = 1.74;\n";
code += "uniform float sun_curve : hint_range(0, 1) = 0.05;\n\n";
code += "const float PI = 3.1415926535897932384626433833;\n\n";
code += "void fragment() {\n";
code += "void sky() {\n";
code += "\tfloat v_angle = acos(clamp(EYEDIR.y, -1.0, 1.0));\n";
code += "\tfloat c = (1.0 - v_angle / (PI * 0.5));\n";
code += "\tvec3 sky = mix(sky_horizon_color.rgb, sky_top_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / sky_curve), 0.0, 1.0));\n";
@ -301,7 +301,7 @@ PanoramaSkyMaterial::PanoramaSkyMaterial() {
String code = "shader_type sky;\n\n";
code += "uniform sampler2D source_panorama : filter_linear;\n";
code += "void fragment() {\n";
code += "void sky() {\n";
code += "\tCOLOR = texture(source_panorama, SKY_COORDS).rgb;\n";
code += "}";
@ -521,7 +521,7 @@ PhysicalSkyMaterial::PhysicalSkyMaterial() {
code += "\treturn fract(p.x * p.y * p.z * (p.x + p.y + p.z));\n";
code += "}\n\n";
code += "void fragment() {\n";
code += "void sky() {\n";
code += "\tif (LIGHT0_ENABLED) {\n";
code += "\t\tfloat zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 );\n";
code += "\t\tfloat sun_energy = max(0.0, 1.0 - exp(-((PI * 0.5) - acos(zenith_angle)))) * SUN_ENERGY * LIGHT0_ENERGY;\n";

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@ -77,6 +77,9 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
int depth_drawi = DEPTH_DRAW_OPAQUE;
ShaderCompilerRD::IdentifierActions actions;
actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX;
actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT;
actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT;
actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
@ -148,7 +151,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
print_line("\n**fragment_code:\n" + gen_code.fragment);
print_line("\n**light_code:\n" + gen_code.light);
#endif
shader_singleton->shader.version_set_code(version, gen_code.uniforms, gen_code.vertex_global, gen_code.vertex, gen_code.fragment_global, gen_code.light, gen_code.fragment, gen_code.defines);
shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines);
ERR_FAIL_COND(!shader_singleton->shader.version_is_valid(version));
ubo_size = gen_code.uniform_total_size;

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@ -2012,6 +2012,9 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) {
uses_screen_texture = false;
ShaderCompilerRD::IdentifierActions actions;
actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX;
actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT;
actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT;
actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
@ -2048,7 +2051,7 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) {
print_line("\n**fragment_code:\n" + gen_code.fragment);
print_line("\n**light_code:\n" + gen_code.light);
#endif
canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.uniforms, gen_code.vertex_global, gen_code.vertex, gen_code.fragment_global, gen_code.light, gen_code.fragment, gen_code.defines);
canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines);
ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version));
ubo_size = gen_code.uniform_total_size;

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@ -50,6 +50,7 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
ShaderCompilerRD::GeneratedCode gen_code;
ShaderCompilerRD::IdentifierActions actions;
actions.entry_point_stages["sky"] = ShaderCompilerRD::STAGE_FRAGMENT;
uses_time = false;
uses_half_res = false;
@ -110,7 +111,7 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
print_line("\n**light_code:\n" + gen_code.light);
#endif
scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.uniforms, gen_code.vertex_global, gen_code.vertex, gen_code.fragment_global, gen_code.light, gen_code.fragment, gen_code.defines);
scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines);
ERR_FAIL_COND(!scene_singleton->sky.sky_shader.shader.version_is_valid(version));
ubo_size = gen_code.uniform_total_size;
@ -759,7 +760,7 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
sky_shader.default_shader = storage->shader_allocate();
storage->shader_initialize(sky_shader.default_shader);
storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void fragment() { COLOR = vec3(0.0); } \n");
storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void sky() { COLOR = vec3(0.0); } \n");
sky_shader.default_material = storage->material_allocate();
storage->material_initialize(sky_shader.default_material);
@ -840,7 +841,7 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
sky_scene_state.fog_shader = storage->shader_allocate();
storage->shader_initialize(sky_scene_state.fog_shader);
storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void fragment() { COLOR = clear_color.rgb; } \n");
storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void sky() { COLOR = clear_color.rgb; } \n");
sky_scene_state.fog_material = storage->material_allocate();
storage->material_initialize(sky_scene_state.fog_material);

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@ -4781,6 +4781,7 @@ void RendererStorageRD::ParticlesShaderData::set_code(const String &p_code) {
ShaderCompilerRD::GeneratedCode gen_code;
ShaderCompilerRD::IdentifierActions actions;
actions.entry_point_stages["process"] = ShaderCompilerRD::STAGE_COMPUTE;
/*
uses_time = false;
@ -4801,7 +4802,7 @@ void RendererStorageRD::ParticlesShaderData::set_code(const String &p_code) {
version = base_singleton->particles_shader.shader.version_create();
}
base_singleton->particles_shader.shader.version_set_compute_code(version, gen_code.uniforms, gen_code.compute_global, gen_code.compute, gen_code.defines);
base_singleton->particles_shader.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_COMPUTE], gen_code.defines);
ERR_FAIL_COND(!base_singleton->particles_shader.shader.version_is_valid(version));
ubo_size = gen_code.uniform_total_size;
@ -8824,7 +8825,6 @@ RendererStorageRD::RendererStorageRD() {
sdf_versions.push_back(""); //one only
giprobe_sdf_shader.initialize(sdf_versions);
giprobe_sdf_shader_version = giprobe_sdf_shader.version_create();
giprobe_sdf_shader.version_set_compute_code(giprobe_sdf_shader_version, "", "", "", Vector<String>());
giprobe_sdf_shader_version_shader = giprobe_sdf_shader.version_get_shader(giprobe_sdf_shader_version, 0);
giprobe_sdf_shader_pipeline = RD::get_singleton()->compute_pipeline_create(giprobe_sdf_shader_version_shader);
}
@ -8913,7 +8913,7 @@ RendererStorageRD::RendererStorageRD() {
// default material and shader for particles shader
particles_shader.default_shader = shader_allocate();
shader_initialize(particles_shader.default_shader);
shader_set_code(particles_shader.default_shader, "shader_type particles; void compute() { COLOR = vec4(1.0); } \n");
shader_set_code(particles_shader.default_shader, "shader_type particles; void process() { COLOR = vec4(1.0); } \n");
particles_shader.default_material = material_allocate();
material_initialize(particles_shader.default_material);
material_set_shader(particles_shader.default_material, particles_shader.default_shader);

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@ -535,9 +535,9 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
struct_code += "}";
struct_code += ";\n";
r_gen_code.vertex_global += struct_code;
r_gen_code.fragment_global += struct_code;
r_gen_code.compute_global += struct_code;
for (int j = 0; j < STAGE_MAX; j++) {
r_gen_code.stage_globals[j] += struct_code;
}
}
int max_texture_uniforms = 0;
@ -590,9 +590,9 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
ucode += " " + _mkid(E->key());
ucode += ";\n";
if (SL::is_sampler_type(E->get().type)) {
r_gen_code.vertex_global += ucode;
r_gen_code.fragment_global += ucode;
r_gen_code.compute_global += ucode;
for (int j = 0; j < STAGE_MAX; j++) {
r_gen_code.stage_globals[j] += ucode;
}
GeneratedCode::Texture texture;
texture.name = E->key();
@ -608,7 +608,6 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
r_gen_code.texture_uniforms.write[E->get().texture_order] = texture;
} else {
if (!uses_uniforms) {
r_gen_code.defines.push_back(String("#define USE_MATERIAL_UNIFORMS\n"));
uses_uniforms = true;
}
uniform_defines.write[E->get().order] = ucode;
@ -707,9 +706,10 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
vcode += "]";
}
vcode += ";\n";
r_gen_code.vertex_global += "layout(location=" + itos(index) + ") " + interp_mode + "out " + vcode;
r_gen_code.fragment_global += "layout(location=" + itos(index) + ") " + interp_mode + "in " + vcode;
r_gen_code.compute_global += "layout(location=" + itos(index) + ") " + interp_mode + "out " + vcode;
r_gen_code.stage_globals[STAGE_VERTEX] += "layout(location=" + itos(index) + ") " + interp_mode + "out " + vcode;
r_gen_code.stage_globals[STAGE_FRAGMENT] += "layout(location=" + itos(index) + ") " + interp_mode + "in " + vcode;
index++;
}
@ -725,7 +725,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
gcode += ";\n";
}
gcode += "} frag_to_light;\n";
r_gen_code.fragment_global += gcode;
r_gen_code.stage_globals[STAGE_FRAGMENT] += gcode;
}
for (int i = 0; i < pnode->vconstants.size(); i++) {
@ -747,9 +747,9 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
gcode += "=";
gcode += _dump_node_code(cnode.initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
gcode += ";\n";
r_gen_code.vertex_global += gcode;
r_gen_code.fragment_global += gcode;
r_gen_code.compute_global += gcode;
for (int j = 0; j < STAGE_MAX; j++) {
r_gen_code.stage_globals[j] += gcode;
}
}
Map<StringName, String> function_code;
@ -765,9 +765,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
//place functions in actual code
Set<StringName> added_vtx;
Set<StringName> added_fragment; //share for light
Set<StringName> added_compute; //share for light
Set<StringName> added_funcs_per_stage[STAGE_MAX];
for (int i = 0; i < pnode->functions.size(); i++) {
SL::FunctionNode *fnode = pnode->functions[i].function;
@ -776,24 +774,10 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
current_func_name = fnode->name;
if (fnode->name == vertex_name) {
_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.vertex_global, added_vtx);
r_gen_code.vertex = function_code[vertex_name];
}
if (fnode->name == fragment_name) {
_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
r_gen_code.fragment = function_code[fragment_name];
}
if (fnode->name == light_name) {
_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
r_gen_code.light = function_code[light_name];
}
if (fnode->name == compute_name) {
_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.compute_global, added_compute);
r_gen_code.compute = function_code[compute_name];
if (p_actions.entry_point_stages.has(fnode->name)) {
Stage stage = p_actions.entry_point_stages[fnode->name];
_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.stage_globals[stage], added_funcs_per_stage[stage]);
r_gen_code.code[fnode->name] = function_code[fnode->name];
}
function = nullptr;
@ -858,7 +842,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
SL::VariableNode *vnode = (SL::VariableNode *)p_node;
bool use_fragment_varying = false;
if (current_func_name != vertex_name) {
if (!(p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX)) {
if (p_assigning) {
if (shader->varyings.has(vnode->name)) {
use_fragment_varying = true;
@ -921,10 +905,10 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
}
if (vnode->name == time_name) {
if (current_func_name == vertex_name) {
if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX) {
r_gen_code.uses_vertex_time = true;
}
if (current_func_name == fragment_name || current_func_name == light_name) {
if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_FRAGMENT) {
r_gen_code.uses_fragment_time = true;
}
}
@ -1003,7 +987,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
SL::ArrayNode *anode = (SL::ArrayNode *)p_node;
bool use_fragment_varying = false;
if (current_func_name != vertex_name) {
if (!(p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX)) {
if (anode->assign_expression != nullptr) {
use_fragment_varying = true;
} else {
@ -1059,10 +1043,10 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
}
if (anode->name == time_name) {
if (current_func_name == vertex_name) {
if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX) {
r_gen_code.uses_vertex_time = true;
}
if (current_func_name == fragment_name || current_func_name == light_name) {
if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_FRAGMENT) {
r_gen_code.uses_fragment_time = true;
}
}
@ -1309,7 +1293,7 @@ ShaderLanguage::DataType ShaderCompilerRD::_get_variable_type(const StringName &
}
Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
Error err = parser.compile(p_code, ShaderTypes::get_singleton()->get_functions(p_mode), ShaderTypes::get_singleton()->get_modes(p_mode), ShaderTypes::get_singleton()->get_types(), _get_variable_type);
Error err = parser.compile(p_code, ShaderTypes::get_singleton()->get_functions(p_mode), ShaderTypes::get_singleton()->get_modes(p_mode), ShaderLanguage::VaryingFunctionNames(), ShaderTypes::get_singleton()->get_types(), _get_variable_type);
if (err != OK) {
Vector<String> shader = p_code.split("\n");
@ -1322,13 +1306,10 @@ Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, Ide
}
r_gen_code.defines.clear();
r_gen_code.vertex = String();
r_gen_code.vertex_global = String();
r_gen_code.fragment = String();
r_gen_code.fragment_global = String();
r_gen_code.compute = String();
r_gen_code.compute_global = String();
r_gen_code.light = String();
r_gen_code.code.clear();
for (int i = 0; i < STAGE_MAX; i++) {
r_gen_code.stage_globals[i] = String();
}
r_gen_code.uses_fragment_time = false;
r_gen_code.uses_vertex_time = false;
r_gen_code.uses_global_textures = false;
@ -1348,10 +1329,6 @@ Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, Ide
void ShaderCompilerRD::initialize(DefaultIdentifierActions p_actions) {
actions = p_actions;
vertex_name = "vertex";
fragment_name = "fragment";
compute_name = "compute";
light_name = "light";
time_name = "TIME";
List<String> func_list;

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@ -38,7 +38,16 @@
class ShaderCompilerRD {
public:
enum Stage {
STAGE_VERTEX,
STAGE_FRAGMENT,
STAGE_COMPUTE,
STAGE_MAX
};
struct IdentifierActions {
Map<StringName, Stage> entry_point_stages;
Map<StringName, Pair<int *, int>> render_mode_values;
Map<StringName, bool *> render_mode_flags;
Map<StringName, bool *> usage_flag_pointers;
@ -63,13 +72,9 @@ public:
Vector<uint32_t> uniform_offsets;
uint32_t uniform_total_size;
String uniforms;
String vertex_global;
String vertex;
String fragment_global;
String fragment;
String light;
String compute_global;
String compute;
String stage_globals[STAGE_MAX];
Map<String, String> code;
bool uses_global_textures;
bool uses_fragment_time;
@ -103,10 +108,6 @@ private:
const ShaderLanguage::ShaderNode *shader;
const ShaderLanguage::FunctionNode *function;
StringName current_func_name;
StringName vertex_name;
StringName fragment_name;
StringName light_name;
StringName compute_name;
StringName time_name;
Set<StringName> texture_functions;

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@ -30,146 +30,83 @@
#include "shader_rd.h"
#include "core/string/string_builder.h"
#include "renderer_compositor_rd.h"
#include "servers/rendering/rendering_device.h"
void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) {
Vector<String> lines = String(p_code).split("\n");
String text;
for (int i = 0; i < lines.size(); i++) {
String l = lines[i];
bool push_chunk = false;
StageTemplate::Chunk chunk;
if (l.begins_with("#VERSION_DEFINES")) {
chunk.type = StageTemplate::Chunk::TYPE_VERSION_DEFINES;
push_chunk = true;
} else if (l.begins_with("#GLOBALS")) {
switch (p_stage_type) {
case STAGE_TYPE_VERTEX:
chunk.type = StageTemplate::Chunk::TYPE_VERTEX_GLOBALS;
break;
case STAGE_TYPE_FRAGMENT:
chunk.type = StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS;
break;
case STAGE_TYPE_COMPUTE:
chunk.type = StageTemplate::Chunk::TYPE_COMPUTE_GLOBALS;
break;
default: {
}
}
push_chunk = true;
} else if (l.begins_with("#MATERIAL_UNIFORMS")) {
chunk.type = StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS;
push_chunk = true;
} else if (l.begins_with("#CODE")) {
chunk.type = StageTemplate::Chunk::TYPE_CODE;
push_chunk = true;
chunk.code = l.replace_first("#CODE", String()).replace(":", "").strip_edges().to_upper();
} else {
text += l + "\n";
}
if (push_chunk) {
if (text != String()) {
StageTemplate::Chunk text_chunk;
text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
text_chunk.text = text.utf8();
stage_templates[p_stage_type].chunks.push_back(text_chunk);
text = String();
}
stage_templates[p_stage_type].chunks.push_back(chunk);
}
}
if (text != String()) {
StageTemplate::Chunk text_chunk;
text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
text_chunk.text = text.utf8();
stage_templates[p_stage_type].chunks.push_back(text_chunk);
text = String();
}
}
void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name) {
name = p_name;
//split vertex and shader code (thank you, shader compiler programmers from you know what company).
if (p_vertex_code) {
String defines_tag = "\nVERSION_DEFINES";
String globals_tag = "\nVERTEX_SHADER_GLOBALS";
String material_tag = "\nMATERIAL_UNIFORMS";
String code_tag = "\nVERTEX_SHADER_CODE";
String code = p_vertex_code;
int cpos = code.find(defines_tag);
if (cpos != -1) {
vertex_codev = code.substr(0, cpos).ascii();
code = code.substr(cpos + defines_tag.length(), code.length());
}
cpos = code.find(material_tag);
if (cpos == -1) {
vertex_code0 = code.ascii();
} else {
vertex_code0 = code.substr(0, cpos).ascii();
code = code.substr(cpos + material_tag.length(), code.length());
cpos = code.find(globals_tag);
if (cpos == -1) {
vertex_code1 = code.ascii();
} else {
vertex_code1 = code.substr(0, cpos).ascii();
String code2 = code.substr(cpos + globals_tag.length(), code.length());
cpos = code2.find(code_tag);
if (cpos == -1) {
vertex_code2 = code2.ascii();
} else {
vertex_code2 = code2.substr(0, cpos).ascii();
vertex_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii();
}
}
}
}
if (p_fragment_code) {
String defines_tag = "\nVERSION_DEFINES";
String globals_tag = "\nFRAGMENT_SHADER_GLOBALS";
String material_tag = "\nMATERIAL_UNIFORMS";
String code_tag = "\nFRAGMENT_SHADER_CODE";
String light_code_tag = "\nLIGHT_SHADER_CODE";
String code = p_fragment_code;
int cpos = code.find(defines_tag);
if (cpos != -1) {
fragment_codev = code.substr(0, cpos).ascii();
code = code.substr(cpos + defines_tag.length(), code.length());
}
cpos = code.find(material_tag);
if (cpos == -1) {
fragment_code0 = code.ascii();
} else {
fragment_code0 = code.substr(0, cpos).ascii();
//print_line("CODE0:\n"+String(fragment_code0.get_data()));
code = code.substr(cpos + material_tag.length(), code.length());
cpos = code.find(globals_tag);
if (cpos == -1) {
fragment_code1 = code.ascii();
} else {
fragment_code1 = code.substr(0, cpos).ascii();
//print_line("CODE1:\n"+String(fragment_code1.get_data()));
String code2 = code.substr(cpos + globals_tag.length(), code.length());
cpos = code2.find(light_code_tag);
if (cpos == -1) {
fragment_code2 = code2.ascii();
} else {
fragment_code2 = code2.substr(0, cpos).ascii();
//print_line("CODE2:\n"+String(fragment_code2.get_data()));
String code3 = code2.substr(cpos + light_code_tag.length(), code2.length());
cpos = code3.find(code_tag);
if (cpos == -1) {
fragment_code3 = code3.ascii();
} else {
fragment_code3 = code3.substr(0, cpos).ascii();
//print_line("CODE3:\n"+String(fragment_code3.get_data()));
fragment_code4 = code3.substr(cpos + code_tag.length(), code3.length()).ascii();
//print_line("CODE4:\n"+String(fragment_code4.get_data()));
}
}
}
}
}
if (p_compute_code) {
_add_stage(p_compute_code, STAGE_TYPE_COMPUTE);
is_compute = true;
String defines_tag = "\nVERSION_DEFINES";
String globals_tag = "\nCOMPUTE_SHADER_GLOBALS";
String material_tag = "\nMATERIAL_UNIFORMS";
String code_tag = "\nCOMPUTE_SHADER_CODE";
String code = p_compute_code;
int cpos = code.find(defines_tag);
if (cpos != -1) {
compute_codev = code.substr(0, cpos).ascii();
code = code.substr(cpos + defines_tag.length(), code.length());
} else {
is_compute = false;
if (p_vertex_code) {
_add_stage(p_vertex_code, STAGE_TYPE_VERTEX);
}
cpos = code.find(material_tag);
if (cpos == -1) {
compute_code0 = code.ascii();
} else {
compute_code0 = code.substr(0, cpos).ascii();
code = code.substr(cpos + material_tag.length(), code.length());
cpos = code.find(globals_tag);
if (cpos == -1) {
compute_code1 = code.ascii();
} else {
compute_code1 = code.substr(0, cpos).ascii();
String code2 = code.substr(cpos + globals_tag.length(), code.length());
cpos = code2.find(code_tag);
if (cpos == -1) {
compute_code2 = code2.ascii();
} else {
compute_code2 = code2.substr(0, cpos).ascii();
compute_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii();
}
}
if (p_fragment_code) {
_add_stage(p_fragment_code, STAGE_TYPE_FRAGMENT);
}
}
}
@ -198,6 +135,49 @@ void ShaderRD::_clear_version(Version *p_version) {
}
}
void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template) {
for (uint32_t i = 0; i < p_template.chunks.size(); i++) {
const StageTemplate::Chunk &chunk = p_template.chunks[i];
switch (chunk.type) {
case StageTemplate::Chunk::TYPE_VERSION_DEFINES: {
builder.append("\n"); //make sure defines begin at newline
builder.append(general_defines.get_data());
builder.append(variant_defines[p_variant].get_data());
for (int j = 0; j < p_version->custom_defines.size(); j++) {
builder.append(p_version->custom_defines[j].get_data());
}
builder.append("\n"); //make sure defines begin at newline
if (p_version->uniforms.size()) {
builder.append("#define MATERIAL_UNIFORMS_USED\n");
}
for (Map<StringName, CharString>::Element *E = p_version->code_sections.front(); E; E = E->next()) {
builder.append(String("#define ") + String(E->key()) + "_CODE_USED\n");
}
} break;
case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: {
builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
} break;
case StageTemplate::Chunk::TYPE_VERTEX_GLOBALS: {
builder.append(p_version->vertex_globals.get_data()); // vertex globals
} break;
case StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS: {
builder.append(p_version->fragment_globals.get_data()); // fragment globals
} break;
case StageTemplate::Chunk::TYPE_COMPUTE_GLOBALS: {
builder.append(p_version->compute_globals.get_data()); // compute globals
} break;
case StageTemplate::Chunk::TYPE_CODE: {
if (p_version->code_sections.has(chunk.code)) {
builder.append(p_version->code_sections[chunk.code].get_data());
}
} break;
case StageTemplate::Chunk::TYPE_TEXT: {
builder.append(chunk.text.get_data());
} break;
}
}
}
void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
if (!variants_enabled[p_variant]) {
return; //variant is disabled, return
@ -214,29 +194,7 @@ void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
//vertex stage
StringBuilder builder;
builder.append(vertex_codev.get_data()); // version info (if exists)
builder.append("\n"); //make sure defines begin at newline
builder.append(general_defines.get_data());
builder.append(variant_defines[p_variant].get_data());
for (int j = 0; j < p_version->custom_defines.size(); j++) {
builder.append(p_version->custom_defines[j].get_data());
}
builder.append(vertex_code0.get_data()); //first part of vertex
builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
builder.append(vertex_code1.get_data()); //second part of vertex
builder.append(p_version->vertex_globals.get_data()); // vertex globals
builder.append(vertex_code2.get_data()); //third part of vertex
builder.append(p_version->vertex_code.get_data()); // code
builder.append(vertex_code3.get_data()); //fourth of vertex
_build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_VERTEX]);
current_source = builder.as_string();
RD::ShaderStageData stage;
@ -254,33 +212,7 @@ void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
current_stage = RD::SHADER_STAGE_FRAGMENT;
StringBuilder builder;
builder.append(fragment_codev.get_data()); // version info (if exists)
builder.append("\n"); //make sure defines begin at newline
builder.append(general_defines.get_data());
builder.append(variant_defines[p_variant].get_data());
for (int j = 0; j < p_version->custom_defines.size(); j++) {
builder.append(p_version->custom_defines[j].get_data());
}
builder.append(fragment_code0.get_data()); //first part of fragment
builder.append(p_version->uniforms.get_data()); //uniforms (same for fragment and fragment)
builder.append(fragment_code1.get_data()); //first part of fragment
builder.append(p_version->fragment_globals.get_data()); // fragment globals
builder.append(fragment_code2.get_data()); //third part of fragment
builder.append(p_version->fragment_light.get_data()); // fragment light
builder.append(fragment_code3.get_data()); //fourth part of fragment
builder.append(p_version->fragment_code.get_data()); // fragment code
builder.append(fragment_code4.get_data()); //fourth part of fragment
_build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_FRAGMENT]);
current_source = builder.as_string();
RD::ShaderStageData stage;
@ -298,30 +230,7 @@ void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
current_stage = RD::SHADER_STAGE_COMPUTE;
StringBuilder builder;
builder.append(compute_codev.get_data()); // version info (if exists)
builder.append("\n"); //make sure defines begin at newline
builder.append(base_compute_defines.get_data());
builder.append(general_defines.get_data());
builder.append(variant_defines[p_variant].get_data());
for (int j = 0; j < p_version->custom_defines.size(); j++) {
builder.append(p_version->custom_defines[j].get_data());
}
builder.append(compute_code0.get_data()); //first part of compute
builder.append(p_version->uniforms.get_data()); //uniforms (same for compute and fragment)
builder.append(compute_code1.get_data()); //second part of compute
builder.append(p_version->compute_globals.get_data()); // compute globals
builder.append(compute_code2.get_data()); //third part of compute
builder.append(p_version->compute_code.get_data()); // code
builder.append(compute_code3.get_data()); //fourth of compute
_build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_COMPUTE]);
current_source = builder.as_string();
RD::ShaderStageData stage;
@ -364,29 +273,7 @@ RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_versio
//vertex stage
StringBuilder builder;
builder.append(vertex_codev.get_data()); // version info (if exists)
builder.append("\n"); //make sure defines begin at newline
builder.append(general_defines.get_data());
builder.append(variant_defines[i].get_data());
for (int j = 0; j < version->custom_defines.size(); j++) {
builder.append(version->custom_defines[j].get_data());
}
builder.append(vertex_code0.get_data()); //first part of vertex
builder.append(version->uniforms.get_data()); //uniforms (same for vertex and fragment)
builder.append(vertex_code1.get_data()); //second part of vertex
builder.append(version->vertex_globals.get_data()); // vertex globals
builder.append(vertex_code2.get_data()); //third part of vertex
builder.append(version->vertex_code.get_data()); // code
builder.append(vertex_code3.get_data()); //fourth of vertex
_build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_VERTEX]);
RS::ShaderNativeSourceCode::Version::Stage stage;
stage.name = "vertex";
@ -399,32 +286,7 @@ RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_versio
//fragment stage
StringBuilder builder;
builder.append(fragment_codev.get_data()); // version info (if exists)
builder.append("\n"); //make sure defines begin at newline
builder.append(general_defines.get_data());
builder.append(variant_defines[i].get_data());
for (int j = 0; j < version->custom_defines.size(); j++) {
builder.append(version->custom_defines[j].get_data());
}
builder.append(fragment_code0.get_data()); //first part of fragment
builder.append(version->uniforms.get_data()); //uniforms (same for fragment and fragment)
builder.append(fragment_code1.get_data()); //first part of fragment
builder.append(version->fragment_globals.get_data()); // fragment globals
builder.append(fragment_code2.get_data()); //third part of fragment
builder.append(version->fragment_light.get_data()); // fragment light
builder.append(fragment_code3.get_data()); //fourth part of fragment
builder.append(version->fragment_code.get_data()); // fragment code
builder.append(fragment_code4.get_data()); //fourth part of fragment
_build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_FRAGMENT]);
RS::ShaderNativeSourceCode::Version::Stage stage;
stage.name = "fragment";
@ -437,30 +299,7 @@ RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_versio
//compute stage
StringBuilder builder;
builder.append(compute_codev.get_data()); // version info (if exists)
builder.append("\n"); //make sure defines begin at newline
builder.append(base_compute_defines.get_data());
builder.append(general_defines.get_data());
builder.append(variant_defines[i].get_data());
for (int j = 0; j < version->custom_defines.size(); j++) {
builder.append(version->custom_defines[j].get_data());
}
builder.append(compute_code0.get_data()); //first part of compute
builder.append(version->uniforms.get_data()); //uniforms (same for compute and fragment)
builder.append(compute_code1.get_data()); //second part of compute
builder.append(version->compute_globals.get_data()); // compute globals
builder.append(compute_code2.get_data()); //third part of compute
builder.append(version->compute_code.get_data()); // code
builder.append(compute_code3.get_data()); //fourth of compute
_build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_COMPUTE]);
RS::ShaderNativeSourceCode::Version::Stage stage;
stage.name = "compute";
@ -518,17 +357,18 @@ void ShaderRD::_compile_version(Version *p_version) {
p_version->valid = true;
}
void ShaderRD::version_set_code(RID p_version, const String &p_uniforms, const String &p_vertex_globals, const String &p_vertex_code, const String &p_fragment_globals, const String &p_fragment_light, const String &p_fragment_code, const Vector<String> &p_custom_defines) {
void ShaderRD::version_set_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines) {
ERR_FAIL_COND(is_compute);
Version *version = version_owner.getornull(p_version);
ERR_FAIL_COND(!version);
version->vertex_globals = p_vertex_globals.utf8();
version->vertex_code = p_vertex_code.utf8();
version->fragment_light = p_fragment_light.utf8();
version->fragment_globals = p_fragment_globals.utf8();
version->fragment_code = p_fragment_code.utf8();
version->uniforms = p_uniforms.utf8();
version->code_sections.clear();
for (Map<String, String>::Element *E = p_code.front(); E; E = E->next()) {
version->code_sections[StringName(E->key().to_upper())] = E->get().utf8();
}
version->custom_defines.clear();
for (int i = 0; i < p_custom_defines.size(); i++) {
@ -542,15 +382,20 @@ void ShaderRD::version_set_code(RID p_version, const String &p_uniforms, const S
}
}
void ShaderRD::version_set_compute_code(RID p_version, const String &p_uniforms, const String &p_compute_globals, const String &p_compute_code, const Vector<String> &p_custom_defines) {
void ShaderRD::version_set_compute_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_compute_globals, const Vector<String> &p_custom_defines) {
ERR_FAIL_COND(!is_compute);
Version *version = version_owner.getornull(p_version);
ERR_FAIL_COND(!version);
version->compute_globals = p_compute_globals.utf8();
version->compute_code = p_compute_code.utf8();
version->uniforms = p_uniforms.utf8();
version->code_sections.clear();
for (Map<String, String>::Element *E = p_code.front(); E; E = E->next()) {
version->code_sections[StringName(E->key().to_upper())] = E->get().utf8();
}
version->custom_defines.clear();
for (int i = 0; i < p_custom_defines.size(); i++) {
version->custom_defines.push_back(p_custom_defines[i].utf8());

View File

@ -32,7 +32,9 @@
#define SHADER_RD_H
#include "core/os/mutex.h"
#include "core/string/string_builder.h"
#include "core/templates/hash_map.h"
#include "core/templates/local_vector.h"
#include "core/templates/map.h"
#include "core/templates/rid_owner.h"
#include "core/variant/variant.h"
@ -52,12 +54,9 @@ class ShaderRD {
struct Version {
CharString uniforms;
CharString vertex_globals;
CharString vertex_code;
CharString compute_globals;
CharString compute_code;
CharString fragment_light;
CharString fragment_globals;
CharString fragment_code;
Map<StringName, CharString> code_sections;
Vector<CharString> custom_defines;
RID *variants; //same size as version defines
@ -76,31 +75,44 @@ class ShaderRD {
RID_Owner<Version> version_owner;
CharString fragment_codev; //for version and extensions
CharString fragment_code0;
CharString fragment_code1;
CharString fragment_code2;
CharString fragment_code3;
CharString fragment_code4;
struct StageTemplate {
struct Chunk {
enum Type {
TYPE_VERSION_DEFINES,
TYPE_MATERIAL_UNIFORMS,
TYPE_VERTEX_GLOBALS,
TYPE_FRAGMENT_GLOBALS,
TYPE_COMPUTE_GLOBALS,
TYPE_CODE,
TYPE_TEXT
};
CharString vertex_codev; //for version and extensions
CharString vertex_code0;
CharString vertex_code1;
CharString vertex_code2;
CharString vertex_code3;
Type type;
StringName code;
CharString text;
};
LocalVector<Chunk> chunks;
};
bool is_compute = false;
CharString compute_codev; //for version and extensions
CharString compute_code0;
CharString compute_code1;
CharString compute_code2;
CharString compute_code3;
const char *name;
CharString base_compute_defines;
enum StageType {
STAGE_TYPE_VERTEX,
STAGE_TYPE_FRAGMENT,
STAGE_TYPE_COMPUTE,
STAGE_TYPE_MAX,
};
StageTemplate stage_templates[STAGE_TYPE_MAX];
void _build_variant_code(StringBuilder &p_builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template);
void _add_stage(const char *p_code, StageType p_stage_type);
protected:
ShaderRD();
void setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name);
@ -108,8 +120,8 @@ protected:
public:
RID version_create();
void version_set_code(RID p_version, const String &p_uniforms, const String &p_vertex_globals, const String &p_vertex_code, const String &p_fragment_globals, const String &p_fragment_light, const String &p_fragment_code, const Vector<String> &p_custom_defines);
void version_set_compute_code(RID p_version, const String &p_uniforms, const String &p_compute_globals, const String &p_compute_code, const Vector<String> &p_custom_defines);
void version_set_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines);
void version_set_compute_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_compute_globals, const Vector<String> &p_custom_defines);
_FORCE_INLINE_ RID version_get_shader(RID p_version, int p_variant) {
ERR_FAIL_INDEX_V(p_variant, variant_defines.size(), RID());

View File

@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#define BLOCK_SIZE 8

View File

@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#ifdef USE_ATTRIBUTES
layout(location = 0) in vec2 vertex_attrib;
@ -26,17 +26,15 @@ layout(location = 3) out vec2 pixel_size_interp;
#endif
#ifdef USE_MATERIAL_UNIFORMS
#ifdef MATERIAL_UNIFORMS_USED
layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
#MATERIAL_UNIFORMS
} material;
#endif
/* clang-format off */
VERTEX_SHADER_GLOBALS
/* clang-format on */
#GLOBALS
void main() {
vec4 instance_custom = vec4(0.0);
@ -132,9 +130,7 @@ void main() {
float point_size = 1.0;
#endif
{
/* clang-format off */
VERTEX_SHADER_CODE
/* clang-format on */
#CODE : VERTEX
}
#ifdef USE_NINEPATCH
@ -212,7 +208,7 @@ VERTEX_SHADER_CODE
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#include "canvas_uniforms_inc.glsl"
@ -228,11 +224,11 @@ layout(location = 3) in vec2 pixel_size_interp;
layout(location = 0) out vec4 frag_color;
#ifdef USE_MATERIAL_UNIFORMS
#ifdef MATERIAL_UNIFORMS_USED
layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
#MATERIAL_UNIFORMS
} material;
#endif
@ -260,11 +256,9 @@ vec2 sdf_to_screen_uv(vec2 p_sdf) {
return p_sdf * canvas_data.sdf_to_screen;
}
/* clang-format off */
FRAGMENT_SHADER_GLOBALS
/* clang-format on */
#GLOBALS
#ifdef LIGHT_SHADER_CODE_USED
#ifdef LIGHT_CODE_USED
vec4 light_compute(
vec3 light_vertex,
@ -278,9 +272,9 @@ vec4 light_compute(
vec2 uv,
vec4 color, bool is_directional) {
vec4 light = vec4(0.0);
/* clang-format off */
LIGHT_SHADER_CODE
/* clang-format on */
#CODE : LIGHT
return light;
}
@ -356,7 +350,7 @@ vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 lig
//float distance = length(shadow_pos);
vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
#ifdef LIGHT_SHADER_CODE_USED
#ifdef LIGHT_CODE_USED
,
vec3 shadow_modulate
#endif
@ -395,7 +389,7 @@ vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
}
vec4 shadow_color = unpackUnorm4x8(light_array.data[light_base].shadow_color);
#ifdef LIGHT_SHADER_CODE_USED
#ifdef LIGHT_CODE_USED
shadow_color.rgb *= shadow_modulate;
#endif
@ -504,11 +498,7 @@ void main() {
normal_used = true;
#endif
/* clang-format off */
FRAGMENT_SHADER_CODE
/* clang-format on */
#CODE : FRAGMENT
#if defined(NORMAL_MAP_USED)
normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_map_depth);
@ -543,7 +533,7 @@ FRAGMENT_SHADER_CODE
vec2 direction = light_array.data[light_base].position;
vec4 light_color = light_array.data[light_base].color;
#ifdef LIGHT_SHADER_CODE_USED
#ifdef LIGHT_CODE_USED
vec4 shadow_modulate = vec4(1.0);
light_color = light_compute(light_vertex, vec3(direction, light_array.data[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, true);
@ -561,7 +551,7 @@ FRAGMENT_SHADER_CODE
vec4 shadow_uv = vec4(shadow_pos.x, light_array.data[light_base].shadow_y_ofs, shadow_pos.y * light_array.data[light_base].shadow_zfar_inv, 1.0);
light_color = light_shadow_compute(light_base, light_color, shadow_uv
#ifdef LIGHT_SHADER_CODE_USED
#ifdef LIGHT_CODE_USED
,
shadow_modulate.rgb
#endif
@ -599,7 +589,7 @@ FRAGMENT_SHADER_CODE
vec4 light_color = textureLod(sampler2D(atlas_texture, texture_sampler), tex_uv_atlas, 0.0);
vec4 light_base_color = light_array.data[light_base].color;
#ifdef LIGHT_SHADER_CODE_USED
#ifdef LIGHT_CODE_USED
vec4 shadow_modulate = vec4(1.0);
vec3 light_position = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
@ -657,7 +647,7 @@ FRAGMENT_SHADER_CODE
vec4 shadow_uv = vec4(tex_ofs, light_array.data[light_base].shadow_y_ofs, distance, 1.0);
light_color = light_shadow_compute(light_base, light_color, shadow_uv
#ifdef LIGHT_SHADER_CODE_USED
#ifdef LIGHT_CODE_USED
,
shadow_modulate.rgb
#endif

View File

@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(location = 0) in highp vec3 vertex;
@ -32,7 +32,7 @@ void main() {
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(push_constant, binding = 0, std430) uniform Constants {
mat4 projection;

View File

@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

View File

@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(location = 0) in vec3 vertex_attrib;
@ -63,7 +63,7 @@ void main() {
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic) && defined(has_GL_KHR_shader_subgroup_vote)

View File

@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
@ -37,7 +37,7 @@ void main() {
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(push_constant, binding = 1, std430) uniform Params {
vec4 section;

View File

@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(push_constant, binding = 1, std430) uniform Params {
float z_far;
@ -26,7 +26,7 @@ void main() {
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(location = 0) in vec2 uv_interp;

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@ -22,7 +22,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#define BLOCK_SIZE 8

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@ -22,7 +22,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#define GROUP_SIZE 64

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@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#define GROUP_SIZE 8

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@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#ifdef MODE_DYNAMIC
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
struct CellData {
uint position; // xyz 10 bits
@ -172,7 +172,7 @@ void main() {
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(location = 0) in vec4 color_interp;
layout(location = 0) out vec4 frag_color;

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@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;

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@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;

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@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#define BLOCK_SIZE 8

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@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
@ -146,11 +146,11 @@ layout(set = 2, binding = 1) uniform texture2D height_field_texture;
/* SET 3: MATERIAL */
#ifdef USE_MATERIAL_UNIFORMS
#ifdef MATERIAL_UNIFORMS_USED
layout(set = 3, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
#MATERIAL_UNIFORMS
} material;
#endif
@ -196,11 +196,7 @@ bool emit_subparticle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom
return true;
}
/* clang-format off */
COMPUTE_SHADER_GLOBALS
/* clang-format on */
#GLOBALS
void main() {
uint particle = gl_GlobalInvocationID.x;
@ -540,10 +536,6 @@ void main() {
}
if (PARTICLE.is_active) {
/* clang-format off */
COMPUTE_SHADER_CODE
/* clang-format on */
#CODE : PROCESS
}
}

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@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;

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@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#include "scene_forward_clustered_inc.glsl"
@ -81,11 +81,11 @@ layout(location = 5) out vec3 tangent_interp;
layout(location = 6) out vec3 binormal_interp;
#endif
#ifdef USE_MATERIAL_UNIFORMS
#ifdef MATERIAL_UNIFORMS_USED
layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
#MATERIAL_UNIFORMS
} material;
#endif
@ -99,11 +99,7 @@ layout(location = 8) out float dp_clip;
layout(location = 9) out flat uint instance_index;
/* clang-format off */
VERTEX_SHADER_GLOBALS
/* clang-format on */
#GLOBALS
void main() {
vec4 instance_custom = vec4(0.0);
@ -230,11 +226,7 @@ void main() {
mat3 modelview_normal = mat3(scene_data.inv_camera_matrix) * world_normal_matrix;
{
/* clang-format off */
VERTEX_SHADER_CODE
/* clang-format on */
#CODE : VERTEX
}
// using local coordinates (default)
@ -325,7 +317,7 @@ VERTEX_SHADER_CODE
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#include "scene_forward_clustered_inc.glsl"
@ -372,19 +364,15 @@ layout(location = 9) in flat uint instance_index;
#define LIGHT_TRANSMITTANCE_USED
#endif
#ifdef USE_MATERIAL_UNIFORMS
#ifdef MATERIAL_UNIFORMS_USED
layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
#MATERIAL_UNIFORMS
} material;
#endif
/* clang-format off */
FRAGMENT_SHADER_GLOBALS
/* clang-format on */
#GLOBALS
#ifdef MODE_RENDER_DEPTH
@ -581,18 +569,14 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation,
#endif
inout vec3 diffuse_light, inout vec3 specular_light) {
#if defined(USE_LIGHT_SHADER_CODE)
#if defined(LIGHT_CODE_USED)
// light is written by the light shader
vec3 normal = N;
vec3 light = L;
vec3 view = V;
/* clang-format off */
LIGHT_SHADER_CODE
/* clang-format on */
#CODE : LIGHT
#else
@ -794,7 +778,7 @@ LIGHT_SHADER_CODE
alpha = min(alpha, clamp(1.0 - attenuation), 0.0, 1.0));
#endif
#endif //defined(USE_LIGHT_SHADER_CODE)
#endif //defined(LIGHT_CODE_USED)
}
#ifndef USE_NO_SHADOWS
@ -1925,11 +1909,7 @@ void main() {
#endif // ALPHA_ANTIALIASING_EDGE_USED
{
/* clang-format off */
FRAGMENT_SHADER_CODE
/* clang-format on */
#CODE : FRAGMENT
}
#ifdef LIGHT_TRANSMITTANCE_USED

View File

@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

View File

@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#define MAX_CASCADES 8
@ -153,7 +153,7 @@ void main() {
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(location = 0) out vec4 frag_color;

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@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;

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@ -1,182 +0,0 @@
/* clang-format off */
[compute]
#version 450
VERSION_DEFINES
layout(local_size_x = OCT_RES, local_size_y = OCT_RES, local_size_z = 1) in;
/* clang-format on */
#define MAX_CASCADES 8
layout(rgba16f, set = 0, binding = 1) uniform restrict image2DArray irradiance_texture;
layout(rg16f, set = 0, binding = 2) uniform restrict image2DArray depth_texture;
layout(rgba32ui, set = 0, binding = 3) uniform restrict uimage2DArray irradiance_history_texture;
layout(rg32ui, set = 0, binding = 4) uniform restrict uimage2DArray depth_history_texture;
struct CascadeData {
vec3 offset; //offset of (0,0,0) in world coordinates
float to_cell; // 1/bounds * grid_size
};
layout(set = 0, binding = 5, std140) uniform Cascades {
CascadeData data[MAX_CASCADES];
}
cascades;
#define DEPTH_HISTORY_BITS 24
#define IRRADIANCE_HISTORY_BITS 16
layout(push_constant, binding = 0, std430) uniform Params {
vec3 grid_size;
uint max_cascades;
uint probe_axis_size;
uint cascade;
uint history_size;
uint pad0;
ivec3 scroll; //scroll in probes
uint pad1;
}
params;
void main() {
ivec2 local = ivec2(gl_LocalInvocationID.xy);
ivec2 probe = ivec2(gl_WorkGroupID.xy);
ivec3 probe_cell;
probe_cell.x = probe.x % int(params.probe_axis_size);
probe_cell.y = probe.y;
probe_cell.z = probe.x / int(params.probe_axis_size);
#ifdef MODE_SCROLL_BEGIN
ivec3 read_cell = probe_cell - params.scroll;
uint src_layer = (params.history_size + 1) * params.cascade;
uint dst_layer = (params.history_size + 1) * params.max_cascades;
for (uint i = 0; i <= params.history_size; i++) {
ivec3 write_pos = ivec3(probe * OCT_RES + local, int(i));
if (any(lessThan(read_pos, ivec3(0))) || any(greaterThanEqual(read_pos, ivec3(params.probe_axis_size)))) {
// nowhere to read from for scrolling, try finding the value from upper probes
#ifdef MODE_IRRADIANCE
imageStore(irradiance_history_texture, write_pos, uvec4(0));
#endif
#ifdef MODE_DEPTH
imageStore(depth_history_texture, write_pos, uvec4(0));
#endif
} else {
ivec3 read_pos;
read_pos.xy = read_cell.xy;
read_pos.x += read_cell.z * params.probe_axis_size;
read_pos.xy = read_pos.xy * OCT_RES + local;
read_pos.z = int(i);
#ifdef MODE_IRRADIANCE
uvec4 value = imageLoad(irradiance_history_texture, read_pos);
imageStore(irradiance_history_texture, write_pos, value);
#endif
#ifdef MODE_DEPTH
uvec2 value = imageLoad(depth_history_texture, read_pos);
imageStore(depth_history_texture, write_pos, value);
#endif
}
}
#endif // MODE_SCROLL_BEGIN
#ifdef MODE_SCROLL_END
uint src_layer = (params.history_size + 1) * params.max_cascades;
uint dst_layer = (params.history_size + 1) * params.cascade;
for (uint i = 0; i <= params.history_size; i++) {
ivec3 pos = ivec3(probe * OCT_RES + local, int(i));
#ifdef MODE_IRRADIANCE
uvec4 value = imageLoad(irradiance_history_texture, read_pos);
imageStore(irradiance_history_texture, write_pos, value);
#endif
#ifdef MODE_DEPTH
uvec2 value = imageLoad(depth_history_texture, read_pos);
imageStore(depth_history_texture, write_pos, value);
#endif
}
#endif //MODE_SCROLL_END
#ifdef MODE_STORE
uint src_layer = (params.history_size + 1) * params.cascade + params.history_size;
ivec3 read_pos = ivec3(probe * OCT_RES + local, int(src_layer));
ivec3 write_pos = ivec3(probe * (OCT_RES + 2) + ivec2(1), int(params.cascade));
ivec3 copy_to[4] = ivec3[](write_pos, ivec3(-2, -2, -2), ivec3(-2, -2, -2), ivec3(-2, -2, -2));
#ifdef MODE_IRRADIANCE
uvec4 average = imageLoad(irradiance_history_texture, read_pos);
vec4 light_accum = vec4(average / params.history_size) / float(1 << IRRADIANCE_HISTORY_BITS);
#endif
#ifdef MODE_DEPTH
uvec2 value = imageLoad(depth_history_texture, read_pos);
vec2 depth_accum = vec4(average / params.history_size) / float(1 << IRRADIANCE_HISTORY_BITS);
float probe_cell_size = float(params.grid_size / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
float max_depth = length(params.grid_size / cascades.data[params.max_cascades - 1].to_cell);
max_depth /= probe_cell_size;
depth_value = (vec2(average / params.history_size) / float(1 << DEPTH_HISTORY_BITS)) * vec2(max_depth, max_depth * max_depth);
#endif
/* Fill the border if required */
if (local == ivec2(0, 0)) {
copy_to[1] = texture_pos + ivec3(OCT_RES - 1, -1, 0);
copy_to[2] = texture_pos + ivec3(-1, OCT_RES - 1, 0);
copy_to[3] = texture_pos + ivec3(OCT_RES, OCT_RES, 0);
} else if (local == ivec2(OCT_RES - 1, 0)) {
copy_to[1] = texture_pos + ivec3(0, -1, 0);
copy_to[2] = texture_pos + ivec3(OCT_RES, OCT_RES - 1, 0);
copy_to[3] = texture_pos + ivec3(-1, OCT_RES, 0);
} else if (local == ivec2(0, OCT_RES - 1)) {
copy_to[1] = texture_pos + ivec3(-1, 0, 0);
copy_to[2] = texture_pos + ivec3(OCT_RES - 1, OCT_RES, 0);
copy_to[3] = texture_pos + ivec3(OCT_RES, -1, 0);
} else if (local == ivec2(OCT_RES - 1, OCT_RES - 1)) {
copy_to[1] = texture_pos + ivec3(0, OCT_RES, 0);
copy_to[2] = texture_pos + ivec3(OCT_RES, 0, 0);
copy_to[3] = texture_pos + ivec3(-1, -1, 0);
} else if (local.y == 0) {
copy_to[1] = texture_pos + ivec3(OCT_RES - local.x - 1, local.y - 1, 0);
} else if (local.x == 0) {
copy_to[1] = texture_pos + ivec3(local.x - 1, OCT_RES - local.y - 1, 0);
} else if (local.y == OCT_RES - 1) {
copy_to[1] = texture_pos + ivec3(OCT_RES - local.x - 1, local.y + 1, 0);
} else if (local.x == OCT_RES - 1) {
copy_to[1] = texture_pos + ivec3(local.x + 1, OCT_RES - local.y - 1, 0);
}
for (int i = 0; i < 4; i++) {
if (copy_to[i] == ivec3(-2, -2, -2)) {
continue;
}
#ifdef MODE_IRRADIANCE
imageStore(irradiance_texture, copy_to[i], light_accum);
#endif
#ifdef MODE_DEPTH
imageStore(depth_texture, copy_to[i], vec4(depth_value, 0.0, 0.0));
#endif
}
#endif // MODE_STORE
}

View File

@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#ifdef MODE_JUMPFLOOD_OPTIMIZED
#define GROUP_SIZE 8

View File

@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;

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@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
@ -24,7 +24,7 @@ void main() {
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#define M_PI 3.14159265359
@ -88,13 +88,9 @@ layout(set = 0, binding = 3, std140) uniform DirectionalLights {
directional_lights;
#ifdef USE_MATERIAL_UNIFORMS
#ifdef MATERIAL_UNIFORMS_USED
layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
#MATERIAL_UNIFORMS
} material;
#endif
@ -127,11 +123,7 @@ layout(set = 3, binding = 0) uniform texture3D volumetric_fog_texture;
#define AT_QUARTER_RES_PASS false
#endif
/* clang-format off */
FRAGMENT_SHADER_GLOBALS
/* clang-format on */
#GLOBALS
layout(location = 0) out vec4 frag_color;
@ -202,22 +194,10 @@ void main() {
#endif
#endif
// unused, just here to make our compiler happy, make sure we don't execute any light code the user adds in..
#ifndef REALLYINCLUDETHIS
{
/* clang-format off */
LIGHT_SHADER_CODE
#CODE : SKY
/* clang-format on */
}
#endif
{
/* clang-format off */
FRAGMENT_SHADER_CODE
/* clang-format on */
}
frag_color.rgb = color * params.position_multiplier.w;

View File

@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
// Original version here:
// https://github.com/GPUOpen-LibrariesAndSDKs/GPUParticles11/blob/master/gpuparticles11/src/Shaders

View File

@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
@ -17,7 +17,7 @@ void main() {
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(location = 0) in vec2 uv_interp;

View File

@ -21,7 +21,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#define SSAO_ADAPTIVE_TAP_BASE_COUNT 5

View File

@ -21,7 +21,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@ -21,7 +21,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@ -21,7 +21,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@ -20,7 +20,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

View File

@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

View File

@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
@ -16,7 +16,7 @@ void main() {
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(location = 0) in vec2 uv_interp;

View File

@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
/* Do not use subgroups here, seems there is not much advantage and causes glitches
#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic)

View File

@ -3109,20 +3109,20 @@ bool ShaderLanguage::_validate_varying_assign(ShaderNode::Varying &p_varying, St
}
switch (p_varying.stage) {
case ShaderNode::Varying::STAGE_UNKNOWN: // first assign
if (current_function == String("vertex")) {
if (current_function == varying_function_names.vertex) {
p_varying.stage = ShaderNode::Varying::STAGE_VERTEX;
} else if (current_function == String("fragment")) {
} else if (current_function == varying_function_names.fragment) {
p_varying.stage = ShaderNode::Varying::STAGE_FRAGMENT;
}
break;
case ShaderNode::Varying::STAGE_VERTEX:
if (current_function == String("fragment")) {
if (current_function == varying_function_names.fragment) {
*r_message = RTR("Varyings which assigned in 'vertex' function may not be reassigned in 'fragment' or 'light'.");
return false;
}
break;
case ShaderNode::Varying::STAGE_FRAGMENT:
if (current_function == String("vertex")) {
if (current_function == varying_function_names.vertex) {
*r_message = RTR("Varyings which assigned in 'fragment' function may not be reassigned in 'vertex' or 'light'.");
return false;
}
@ -3139,25 +3139,25 @@ bool ShaderLanguage::_validate_varying_using(ShaderNode::Varying &p_varying, Str
*r_message = RTR("Varying must be assigned before using!");
return false;
case ShaderNode::Varying::STAGE_VERTEX:
if (current_function == String("fragment")) {
if (current_function == varying_function_names.fragment) {
p_varying.stage = ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT;
} else if (current_function == String("light")) {
} else if (current_function == varying_function_names.light) {
p_varying.stage = ShaderNode::Varying::STAGE_VERTEX_TO_LIGHT;
}
break;
case ShaderNode::Varying::STAGE_FRAGMENT:
if (current_function == String("light")) {
if (current_function == varying_function_names.light) {
p_varying.stage = ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT;
}
break;
case ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT:
if (current_function == String("light")) {
if (current_function == varying_function_names.light) {
*r_message = RTR("Varying must only be used in two different stages, which can be 'vertex' 'fragment' and 'light'");
return false;
}
break;
case ShaderNode::Varying::STAGE_VERTEX_TO_LIGHT:
if (current_function == String("fragment")) {
if (current_function == varying_function_names.fragment) {
*r_message = RTR("Varying must only be used in two different stages, which can be 'vertex' 'fragment' and 'light'");
return false;
}
@ -5847,7 +5847,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
//check return type
BlockNode *b = p_block;
if (b && b->parent_function && (b->parent_function->name == "vertex" || b->parent_function->name == "fragment" || b->parent_function->name == "light")) {
if (b && b->parent_function && p_function_info.main_function) {
_set_error(vformat("Using 'return' in '%s' processor function results in undefined behavior!", b->parent_function->name));
return ERR_PARSE_ERROR;
}
@ -7246,26 +7246,12 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
}
bool ShaderLanguage::has_builtin(const Map<StringName, ShaderLanguage::FunctionInfo> &p_functions, const StringName &p_name) {
if (p_functions.has("vertex")) {
if (p_functions["vertex"].built_ins.has(p_name)) {
return true;
}
}
if (p_functions.has("fragment")) {
if (p_functions["fragment"].built_ins.has(p_name)) {
return true;
}
}
if (p_functions.has("light")) {
if (p_functions["light"].built_ins.has(p_name)) {
return true;
}
}
if (p_functions.has("compute")) {
if (p_functions["compute"].built_ins.has(p_name)) {
for (Map<StringName, ShaderLanguage::FunctionInfo>::Element *E = p_functions.front(); E; E = E->next()) {
if (E->get().built_ins.has(p_name)) {
return true;
}
}
return false;
}
@ -7399,11 +7385,12 @@ String ShaderLanguage::get_shader_type(const String &p_code) {
return String();
}
Error ShaderLanguage::compile(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func) {
Error ShaderLanguage::compile(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const VaryingFunctionNames &p_varying_function_names, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func) {
clear();
code = p_code;
global_var_get_type_func = p_global_variable_type_func;
varying_function_names = p_varying_function_names;
nodes = nullptr;
@ -7416,10 +7403,11 @@ Error ShaderLanguage::compile(const String &p_code, const Map<StringName, Functi
return OK;
}
Error ShaderLanguage::complete(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func, List<ScriptCodeCompletionOption> *r_options, String &r_call_hint) {
Error ShaderLanguage::complete(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const VaryingFunctionNames &p_varying_function_names, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func, List<ScriptCodeCompletionOption> *r_options, String &r_call_hint) {
clear();
code = p_code;
varying_function_names = p_varying_function_names;
nodes = nullptr;
global_var_get_type_func = p_global_variable_type_func;

View File

@ -331,6 +331,17 @@ public:
MAX_INSTANCE_UNIFORM_INDICES = 16
};
struct VaryingFunctionNames {
StringName fragment;
StringName vertex;
StringName light;
VaryingFunctionNames() {
fragment = "fragment";
vertex = "vertex";
light = "light";
}
};
struct Node {
Node *next = nullptr;
@ -769,7 +780,8 @@ public:
Map<StringName, BuiltInInfo> built_ins;
Map<StringName, StageFunctionInfo> stage_functions;
bool can_discard;
bool can_discard = false;
bool main_function = false;
};
static bool has_builtin(const Map<StringName, ShaderLanguage::FunctionInfo> &p_functions, const StringName &p_name);
@ -796,6 +808,8 @@ private:
StringName current_function;
bool last_const = false;
VaryingFunctionNames varying_function_names;
TkPos _get_tkpos() {
TkPos tkp;
tkp.char_idx = char_idx;
@ -898,8 +912,8 @@ public:
void clear();
static String get_shader_type(const String &p_code);
Error compile(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func);
Error complete(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func, List<ScriptCodeCompletionOption> *r_options, String &r_call_hint);
Error compile(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const VaryingFunctionNames &p_varying_function_names, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func);
Error complete(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const VaryingFunctionNames &p_varying_function_names, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func, List<ScriptCodeCompletionOption> *r_options, String &r_call_hint);
String get_error_text();
int get_error_line();

View File

@ -74,6 +74,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM2"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM3"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].can_discard = false;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].main_function = true;
//builtins
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
@ -139,6 +140,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["RADIANCE"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["IRRADIANCE"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].can_discard = true;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].main_function = true;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_SCISSOR_THRESHOLD"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_HASH_SCALE"] = ShaderLanguage::TYPE_FLOAT;
@ -171,6 +173,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["light"].can_discard = true;
shader_modes[RS::SHADER_SPATIAL].functions["light"].main_function = true;
//order used puts first enum mode (default) first
shader_modes[RS::SHADER_SPATIAL].modes.push_back("blend_mix");
@ -236,6 +239,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].can_discard = false;
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].main_function = true;
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC2;
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SHADOW_VERTEX"] = ShaderLanguage::TYPE_VEC2;
@ -257,6 +261,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].can_discard = true;
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].main_function = true;
{
ShaderLanguage::StageFunctionInfo func;
@ -294,6 +299,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].can_discard = true;
shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].main_function = true;
shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("skip_vertex_transform");
@ -310,34 +316,34 @@ ShaderTypes::ShaderTypes() {
/************ PARTICLES **************************/
shader_modes[RS::SHADER_PARTICLES].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["ACTIVE"] = ShaderLanguage::TYPE_BOOL;
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_INT);
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["FLAG_EMIT_POSITION"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["FLAG_EMIT_ROT_SCALE"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["FLAG_EMIT_VELOCITY"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["FLAG_EMIT_COLOR"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["FLAG_EMIT_CUSTOM"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_POSITION"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_ROT_SCALE"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_VELOCITY"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_COLOR"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_CUSTOM"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["COLLIDED"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["COLLISION_NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["COLLISION_DEPTH"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["ATTRACTOR_FORCE"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_PARTICLES].functions["compute"].can_discard = false;
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["ACTIVE"] = ShaderLanguage::TYPE_BOOL;
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["RESTART"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_INT);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_POSITION"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_ROT_SCALE"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_VELOCITY"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_COLOR"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_CUSTOM"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["RESTART_POSITION"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["RESTART_ROT_SCALE"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["RESTART_VELOCITY"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["RESTART_COLOR"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["RESTART_CUSTOM"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLLIDED"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLLISION_NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLLISION_DEPTH"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["ATTRACTOR_FORCE"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_PARTICLES].functions["process"].main_function = true;
{
ShaderLanguage::StageFunctionInfo emit_vertex_func;
@ -347,7 +353,7 @@ ShaderTypes::ShaderTypes() {
emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("custom", ShaderLanguage::TYPE_VEC4));
emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("flags", ShaderLanguage::TYPE_UINT));
emit_vertex_func.return_type = ShaderLanguage::TYPE_BOOL; //whether it could emit
shader_modes[RS::SHADER_PARTICLES].functions["compute"].stage_functions["emit_subparticle"] = emit_vertex_func;
shader_modes[RS::SHADER_PARTICLES].functions["process"].stage_functions["emit_subparticle"] = emit_vertex_func;
}
shader_modes[RS::SHADER_PARTICLES].modes.push_back("collision_use_scale");
@ -384,14 +390,15 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT3_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT3_SIZE"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["EYEDIR"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["SKY_COORDS"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["HALF_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["QUARTER_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["FOG"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["EYEDIR"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["SKY_COORDS"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["HALF_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["QUARTER_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["FOG"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_SKY].functions["sky"].main_function = true;
shader_modes[RS::SHADER_SKY].modes.push_back("use_half_res_pass");
shader_modes[RS::SHADER_SKY].modes.push_back("use_quarter_res_pass");

View File

@ -344,7 +344,7 @@ MainLoop *test() {
Set<String> types;
types.insert("spatial");
Error err = sl.compile(code, dt, rm, types, nullptr);
Error err = sl.compile(code, dt, rm, ShaderLanguage::VaryingFunctionNames(), types, nullptr);
if (err) {
print_line("Error at line: " + rtos(sl.get_error_line()) + ": " + sl.get_error_text());