/**************************************************************************/
/* shader_types.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/**************************************************************************/
#include "shader_types.h"
#ifdef DEV_ENABLED
#include "scene/resources/shader.h"
#endif
const HashMap<StringName, ShaderLanguage::FunctionInfo> &ShaderTypes::get_functions(RSE::ShaderMode p_mode) const {
return shader_modes[p_mode].functions;
}
const Vector<ShaderLanguage::ModeInfo> &ShaderTypes::get_modes(RSE::ShaderMode p_mode) const {
return shader_modes[p_mode].modes;
}
const Vector<ShaderLanguage::ModeInfo> &ShaderTypes::get_stencil_modes(RSE::ShaderMode p_mode) const {
return shader_modes[p_mode].stencil_modes;
}
const HashSet<String> &ShaderTypes::get_types() const {
return shader_types;
}
const List<String> &ShaderTypes::get_types_list() const {
return shader_types_list;
}
ShaderTypes *ShaderTypes::singleton = nullptr;
static ShaderLanguage::BuiltInInfo constt(ShaderLanguage::DataType p_type) {
return ShaderLanguage::BuiltInInfo(p_type, true);
}
static ShaderLanguage::BuiltInInfo constvt(ShaderLanguage::DataType p_type, const Vector<ShaderLanguage::Scalar> &p_values) {
return ShaderLanguage::BuiltInInfo(p_type, true, p_values);
}
ShaderTypes::ShaderTypes() {
singleton = this;
/*************** SPATIAL ***********************/
ShaderLanguage::Scalar pi_scalar;
pi_scalar.real = Math::PI;
ShaderLanguage::Scalar tau_scalar;
tau_scalar.real = Math::TAU;
ShaderLanguage::Scalar e_scalar;
e_scalar.real = Math::E;
shader_modes[RSE::SHADER_SPATIAL].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_SPATIAL].functions["global"].built_ins["PREV_TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_SPATIAL].functions["global"].built_ins["EXPOSURE"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_SPATIAL].functions["global"].built_ins["IN_SHADOW_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RSE::SHADER_SPATIAL].functions["constants"].built_ins["PI"] = constvt(ShaderLanguage::TYPE_FLOAT, { pi_scalar });
shader_modes[RSE::SHADER_SPATIAL].functions["constants"].built_ins["TAU"] = constvt(ShaderLanguage::TYPE_FLOAT, { tau_scalar });
shader_modes[RSE::SHADER_SPATIAL].functions["constants"].built_ins["E"] = constvt(ShaderLanguage::TYPE_FLOAT, { e_scalar });
shader_modes[RSE::SHADER_SPATIAL].functions["constants"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RSE::SHADER_SPATIAL].functions["constants"].built_ins["CLIP_SPACE_FAR"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_SPATIAL].functions["constants"].built_ins["IS_MULTIVIEW"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["BINORMAL"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["POSITION"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2;
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["UV2"] = ShaderLanguage::TYPE_VEC2;
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["Z_CLIP_SCALE"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_ID"] = constt(ShaderLanguage::TYPE_INT);
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX_ID"] = constt(ShaderLanguage::TYPE_INT);
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["BONE_INDICES"] = constt(ShaderLanguage::TYPE_UVEC4);
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["BONE_WEIGHTS"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM0"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM1"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM2"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM3"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].can_discard = false;
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].main_function = true;
//builtins
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["MODEL_NORMAL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT3);
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_MATRIX"] = ShaderLanguage::TYPE_MAT4;
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_NORMAL_MATRIX"] = ShaderLanguage::TYPE_MAT3;
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["MAIN_CAM_INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["NODE_POSITION_WORLD"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_POSITION_WORLD"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_DIRECTION_WORLD"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_VISIBLE_LAYERS"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["NODE_POSITION_VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_INDEX"] = constt(ShaderLanguage::TYPE_INT);
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_MONO_LEFT"] = constt(ShaderLanguage::TYPE_INT);
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_RIGHT"] = constt(ShaderLanguage::TYPE_INT);
shader_modes[RSE::SHADER_SPATIAL].functions["vertex"].built_ins["EYE_OFFSET"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["VERTEX"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["LIGHT_VERTEX"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["FRONT_FACING"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["BINORMAL"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
// Ray-tracing-only built-ins. They must be declared HERE as well as renamed in
// SceneShaderRaytracing: renames only translate a name during code generation,
// while ShaderLanguage rejects any identifier missing from this table before
// codegen is ever reached ("Unknown identifier in expression").
//
// Declared on the shared spatial table, so the rasterizer will also PARSE them
// -- but it has no rename for them, so a shader must keep its uses inside
// #ifdef RT or raster codegen emits an undefined name. Under #ifdef RT the
// rasterizer never sees them at all.
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["PRIMARY_HIT"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["BOUNCE_INDEX"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["RAY_FOOTPRINT_X"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["RAY_FOOTPRINT_Y"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL_MAP"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL_MAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["BENT_NORMAL_MAP"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["UV2"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["PREMUL_ALPHA_FACTOR"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["METALLIC"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["SPECULAR"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["RIM"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["RIM_TINT"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["CLEARCOAT"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["CLEARCOAT_ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY_FLOW"] = ShaderLanguage::TYPE_VEC2;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_COLOR"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_BOOST"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["BACKLIGHT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["AO"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["AO_LIGHT_AFFECT"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["EMISSION"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["NODE_POSITION_WORLD"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_POSITION_WORLD"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_DIRECTION_WORLD"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_VISIBLE_LAYERS"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["NODE_POSITION_VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_INDEX"] = constt(ShaderLanguage::TYPE_INT);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_MONO_LEFT"] = constt(ShaderLanguage::TYPE_INT);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_RIGHT"] = constt(ShaderLanguage::TYPE_INT);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["EYE_OFFSET"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["MODEL_NORMAL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT3);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["FOG"] = ShaderLanguage::TYPE_VEC4; // TODO consider adding to light shader
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["RADIANCE"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["IRRADIANCE"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].can_discard = true;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].main_function = true;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_SCISSOR_THRESHOLD"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_HASH_SCALE"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_ANTIALIASING_EDGE"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_TEXTURE_COORDINATE"] = ShaderLanguage::TYPE_VEC2;
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["UV2"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_AMOUNT"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["LIGHT"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_IS_DIRECTIONAL"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_IS_AREA"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_AREA_DIFFUSE_MULTIPLIER"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_AREA_SPECULAR_MULTIPLIER"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["ATTENUATION"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["ALBEDO"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["BACKLIGHT"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["METALLIC"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["ROUGHNESS"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["DIFFUSE_LIGHT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_SPATIAL].functions["light"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RSE::SHADER_SPATIAL].functions["light"].can_discard = true;
shader_modes[RSE::SHADER_SPATIAL].functions["light"].main_function = true;
// RT intersection entry point (procedural geometry).
shader_modes[RSE::SHADER_SPATIAL].functions["intersection"].built_ins["ORIGIN"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["intersection"].built_ins["DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["intersection"].built_ins["WORLD_ORIGIN"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["intersection"].built_ins["WORLD_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["intersection"].built_ins["T_MIN"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_SPATIAL].functions["intersection"].built_ins["T_MAX"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_SPATIAL].functions["intersection"].built_ins["MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_SPATIAL].functions["intersection"].built_ins["INV_MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_SPATIAL].functions["intersection"].built_ins["VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_SPATIAL].functions["intersection"].built_ins["INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_SPATIAL].functions["intersection"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_SPATIAL].functions["intersection"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_SPATIAL].functions["intersection"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RSE::SHADER_SPATIAL].functions["intersection"].built_ins["Z_NEAR"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_SPATIAL].functions["intersection"].built_ins["Z_FAR"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_SPATIAL].functions["intersection"].built_ins["HIT_UV"] = ShaderLanguage::TYPE_VEC2;
shader_modes[RSE::SHADER_SPATIAL].functions["intersection"].built_ins["HIT_NORMAL"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_SPATIAL].functions["intersection"].built_ins["HIT_TANGENT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_SPATIAL].functions["intersection"].built_ins["PREV_POSITION"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_SPATIAL].functions["intersection"].built_ins["AABB_MIN"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["intersection"].built_ins["AABB_MAX"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SPATIAL].functions["intersection"].can_discard = false;
shader_modes[RSE::SHADER_SPATIAL].functions["intersection"].main_function = true;
shader_modes[RSE::SHADER_SPATIAL].functions["intersection"].allow_return = true;
{
ShaderLanguage::StageFunctionInfo report_func;
report_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("t_hit", ShaderLanguage::TYPE_FLOAT));
report_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("kind", ShaderLanguage::TYPE_UINT));
report_func.return_type = ShaderLanguage::TYPE_VOID;
shader_modes[RSE::SHADER_SPATIAL].functions["intersection"].stage_functions["report_intersection"] = report_func;
}
// spatial render modes
{
shader_modes[RSE::SHADER_SPATIAL].modes.push_back({ PNAME("blend"), "mix", "add", "sub", "mul", "premul_alpha" });
shader_modes[RSE::SHADER_SPATIAL].modes.push_back({ PNAME("depth_draw"), "opaque", "always", "never" });
shader_modes[RSE::SHADER_SPATIAL].modes.push_back({ PNAME("depth_prepass_alpha") });
shader_modes[RSE::SHADER_SPATIAL].modes.push_back({ PNAME("depth_test"), { "default", "disabled", "inverted" } });
shader_modes[RSE::SHADER_SPATIAL].modes.push_back({ PNAME("sss_mode_skin") });
shader_modes[RSE::SHADER_SPATIAL].modes.push_back({ PNAME("cull"), "back", "front", "disabled" });
shader_modes[RSE::SHADER_SPATIAL].modes.push_back({ PNAME("unshaded") });
shader_modes[RSE::SHADER_SPATIAL].modes.push_back({ PNAME("wireframe") });
shader_modes[RSE::SHADER_SPATIAL].modes.push_back({ PNAME("diffuse"), "lambert", "lambert_wrap", "burley", "toon" });
shader_modes[RSE::SHADER_SPATIAL].modes.push_back({ PNAME("specular"), "schlick_ggx", "toon", "disabled" });
shader_modes[RSE::SHADER_SPATIAL].modes.push_back({ PNAME("skip_vertex_transform") });
shader_modes[RSE::SHADER_SPATIAL].modes.push_back({ PNAME("world_vertex_coords") });
shader_modes[RSE::SHADER_SPATIAL].modes.push_back({ PNAME("ensure_correct_normals") });
shader_modes[RSE::SHADER_SPATIAL].modes.push_back({ PNAME("shadows_disabled") });
shader_modes[RSE::SHADER_SPATIAL].modes.push_back({ PNAME("ambient_light_disabled") });
shader_modes[RSE::SHADER_SPATIAL].modes.push_back({ PNAME("shadow_to_opacity") });
shader_modes[RSE::SHADER_SPATIAL].modes.push_back({ PNAME("vertex_lighting") });
shader_modes[RSE::SHADER_SPATIAL].modes.push_back({ PNAME("particle_trails") });
shader_modes[RSE::SHADER_SPATIAL].modes.push_back({ PNAME("alpha_to_coverage") });
shader_modes[RSE::SHADER_SPATIAL].modes.push_back({ PNAME("alpha_to_coverage_and_one") });
shader_modes[RSE::SHADER_SPATIAL].modes.push_back({ PNAME("debug_shadow_splits") });
shader_modes[RSE::SHADER_SPATIAL].modes.push_back({ PNAME("fog_disabled") });
shader_modes[RSE::SHADER_SPATIAL].modes.push_back({ PNAME("specular_occlusion_disabled") });
shader_modes[RSE::SHADER_SPATIAL].stencil_modes.push_back({ PNAME("read") });
shader_modes[RSE::SHADER_SPATIAL].stencil_modes.push_back({ PNAME("write") });
shader_modes[RSE::SHADER_SPATIAL].stencil_modes.push_back({ PNAME("write_depth_fail") });
shader_modes[RSE::SHADER_SPATIAL].stencil_modes.push_back({ PNAME("compare"), { "always", "less", "equal", "less_or_equal", "greater", "not_equal", "greater_or_equal" } });
}
/************ CANVAS ITEM **************************/
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["constants"].built_ins["PI"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["constants"].built_ins["TAU"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["constants"].built_ins["E"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC2;
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2;
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["CANVAS_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["SCREEN_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_ID"] = constt(ShaderLanguage::TYPE_INT);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX_ID"] = constt(ShaderLanguage::TYPE_INT);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["CUSTOM0"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["CUSTOM1"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["vertex"].can_discard = false;
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["vertex"].main_function = true;
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC2;
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SHADOW_VERTEX"] = ShaderLanguage::TYPE_VEC2;
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["LIGHT_VERTEX"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_MAP"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_MAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SPECULAR_SHININESS_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SPECULAR_SHININESS"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["REGION_RECT"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["fragment"].can_discard = true;
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["fragment"].main_function = true;
{
ShaderLanguage::StageFunctionInfo func;
func.skip_function = "vertex";
func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("sdf_pos", ShaderLanguage::TYPE_VEC2));
func.return_type = ShaderLanguage::TYPE_FLOAT; //whether it could emit
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["fragment"].stage_functions["texture_sdf"] = func;
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["light"].stage_functions["texture_sdf"] = func;
func.return_type = ShaderLanguage::TYPE_VEC2; //whether it could emit
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["fragment"].stage_functions["sdf_to_screen_uv"] = func;
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["light"].stage_functions["sdf_to_screen_uv"] = func;
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["fragment"].stage_functions["texture_sdf_normal"] = func;
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["light"].stage_functions["texture_sdf_normal"] = func;
}
{
ShaderLanguage::StageFunctionInfo func;
func.skip_function = "vertex";
func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("uv", ShaderLanguage::TYPE_VEC2));
func.return_type = ShaderLanguage::TYPE_VEC2; //whether it could emit
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["fragment"].stage_functions["screen_uv_to_sdf"] = func;
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["light"].stage_functions["screen_uv_to_sdf"] = func;
}
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["light"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["light"].built_ins["NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["light"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["light"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["light"].built_ins["SPECULAR_SHININESS"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_POSITION"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_IS_DIRECTIONAL"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_VERTEX"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["light"].built_ins["SHADOW_MODULATE"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["light"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["light"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["light"].can_discard = true;
shader_modes[RSE::SHADER_CANVAS_ITEM].functions["light"].main_function = true;
// canvasitem render modes
{
shader_modes[RSE::SHADER_CANVAS_ITEM].modes.push_back({ PNAME("skip_vertex_transform") });
shader_modes[RSE::SHADER_CANVAS_ITEM].modes.push_back({ PNAME("blend"), "mix", "add", "sub", "mul", "premul_alpha", "disabled" });
shader_modes[RSE::SHADER_CANVAS_ITEM].modes.push_back({ PNAME("unshaded") });
shader_modes[RSE::SHADER_CANVAS_ITEM].modes.push_back({ PNAME("light_only") });
shader_modes[RSE::SHADER_CANVAS_ITEM].modes.push_back({ PNAME("world_vertex_coords") });
}
/************ PARTICLES **************************/
shader_modes[RSE::SHADER_PARTICLES].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_PARTICLES].functions["constants"].built_ins["PI"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_PARTICLES].functions["constants"].built_ins["TAU"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_PARTICLES].functions["constants"].built_ins["E"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["ACTIVE"] = ShaderLanguage::TYPE_BOOL;
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["USERDATA1"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["USERDATA2"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["USERDATA3"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["USERDATA4"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["USERDATA5"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["USERDATA6"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["EMITTER_VELOCITY"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["INTERPOLATE_TO_END"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["FLAG_EMIT_POSITION"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["FLAG_EMIT_ROT_SCALE"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["FLAG_EMIT_VELOCITY"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["FLAG_EMIT_COLOR"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["FLAG_EMIT_CUSTOM"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["RESTART_POSITION"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["RESTART_ROT_SCALE"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["RESTART_VELOCITY"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["RESTART_COLOR"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["RESTART_CUSTOM"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RSE::SHADER_PARTICLES].functions["start"].built_ins["AMOUNT_RATIO"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_PARTICLES].functions["start"].main_function = true;
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["ACTIVE"] = ShaderLanguage::TYPE_BOOL;
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["RESTART"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["USERDATA1"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["USERDATA2"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["USERDATA3"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["USERDATA4"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["USERDATA5"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["USERDATA6"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["EMITTER_VELOCITY"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["INTERPOLATE_TO_END"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_POSITION"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_ROT_SCALE"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_VELOCITY"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_COLOR"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_CUSTOM"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["COLLIDED"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["COLLISION_NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["COLLISION_DEPTH"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["ATTRACTOR_FORCE"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_PARTICLES].functions["process"].built_ins["AMOUNT_RATIO"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_PARTICLES].functions["process"].main_function = true;
{
ShaderLanguage::StageFunctionInfo emit_vertex_func;
emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("xform", ShaderLanguage::TYPE_MAT4));
emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("velocity", ShaderLanguage::TYPE_VEC3));
emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("color", ShaderLanguage::TYPE_VEC4));
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[RSE::SHADER_PARTICLES].functions["start"].stage_functions["emit_subparticle"] = emit_vertex_func;
shader_modes[RSE::SHADER_PARTICLES].functions["process"].stage_functions["emit_subparticle"] = emit_vertex_func;
}
// particles render modes
{
shader_modes[RSE::SHADER_PARTICLES].modes.push_back({ PNAME("collision_use_scale") });
shader_modes[RSE::SHADER_PARTICLES].modes.push_back({ PNAME("disable_force") });
shader_modes[RSE::SHADER_PARTICLES].modes.push_back({ PNAME("disable_velocity") });
shader_modes[RSE::SHADER_PARTICLES].modes.push_back({ PNAME("keep_data") });
}
/************ SKY **************************/
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_SKY].functions["constants"].built_ins["PI"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_SKY].functions["constants"].built_ins["TAU"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_SKY].functions["constants"].built_ins["E"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["POSITION"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["RADIANCE"] = constt(ShaderLanguage::TYPE_SAMPLERCUBE);
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["AT_HALF_RES_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["AT_QUARTER_RES_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["AT_CUBEMAP_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["LIGHT0_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["LIGHT0_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["LIGHT0_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["LIGHT0_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["LIGHT0_SIZE"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["LIGHT1_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["LIGHT1_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["LIGHT1_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["LIGHT1_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["LIGHT1_SIZE"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["LIGHT2_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["LIGHT2_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["LIGHT2_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["LIGHT2_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["LIGHT2_SIZE"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["LIGHT3_ENABLED"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["LIGHT3_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["LIGHT3_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["LIGHT3_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SKY].functions["global"].built_ins["LIGHT3_SIZE"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_SKY].functions["sky"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_SKY].functions["sky"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_SKY].functions["sky"].built_ins["EYEDIR"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_SKY].functions["sky"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RSE::SHADER_SKY].functions["sky"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RSE::SHADER_SKY].functions["sky"].built_ins["SKY_COORDS"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RSE::SHADER_SKY].functions["sky"].built_ins["HALF_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RSE::SHADER_SKY].functions["sky"].built_ins["QUARTER_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RSE::SHADER_SKY].functions["sky"].built_ins["FOG"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_SKY].functions["sky"].main_function = true;
// sky render modes
{
shader_modes[RSE::SHADER_SKY].modes.push_back({ PNAME("use_half_res_pass") });
shader_modes[RSE::SHADER_SKY].modes.push_back({ PNAME("use_quarter_res_pass") });
shader_modes[RSE::SHADER_SKY].modes.push_back({ PNAME("disable_fog") });
shader_modes[RSE::SHADER_SKY].modes.push_back({ PNAME("use_debanding") });
}
/************ FOG **************************/
shader_modes[RSE::SHADER_FOG].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_FOG].functions["constants"].built_ins["PI"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_FOG].functions["constants"].built_ins["TAU"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_FOG].functions["constants"].built_ins["E"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_FOG].functions["fog"].built_ins["WORLD_POSITION"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_FOG].functions["fog"].built_ins["OBJECT_POSITION"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_FOG].functions["fog"].built_ins["UVW"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_FOG].functions["fog"].built_ins["SIZE"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RSE::SHADER_FOG].functions["fog"].built_ins["SDF"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_FOG].functions["fog"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_FOG].functions["fog"].built_ins["DENSITY"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RSE::SHADER_FOG].functions["fog"].built_ins["EMISSION"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RSE::SHADER_FOG].functions["fog"].main_function = true;
/************ TEXTURE_BLIT **************************/
shader_modes[RSE::SHADER_TEXTURE_BLIT].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_TEXTURE_BLIT].functions["constants"].built_ins["PI"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_TEXTURE_BLIT].functions["constants"].built_ins["TAU"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_TEXTURE_BLIT].functions["constants"].built_ins["E"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RSE::SHADER_TEXTURE_BLIT].functions["blit"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RSE::SHADER_TEXTURE_BLIT].functions["blit"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RSE::SHADER_TEXTURE_BLIT].functions["blit"].built_ins["MODULATE"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RSE::SHADER_TEXTURE_BLIT].functions["blit"].built_ins["COLOR0"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_TEXTURE_BLIT].functions["blit"].built_ins["COLOR1"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_TEXTURE_BLIT].functions["blit"].built_ins["COLOR2"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_TEXTURE_BLIT].functions["blit"].built_ins["COLOR3"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RSE::SHADER_TEXTURE_BLIT].functions["blit"].main_function = true;
// Texture Blit Modes
{
shader_modes[RSE::SHADER_TEXTURE_BLIT].modes.push_back({ PNAME("blend"), "mix", "add", "sub", "mul", "disabled" });
}
// Must be kept in sync with the Shader::Mode enum.
shader_types_list.push_back("spatial");
shader_types_list.push_back("canvas_item");
shader_types_list.push_back("particles");
shader_types_list.push_back("sky");
shader_types_list.push_back("fog");
shader_types_list.push_back("texture_blit");
DEV_ASSERT(shader_types_list.size() == Shader::MODE_MAX);
for (const String &type : shader_types_list) {
shader_types.insert(type);
}
}