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940 lines
36 KiB
C++
940 lines
36 KiB
C++
/*************************************************************************/
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/* shader_compiler_gles2.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "shader_compiler_gles2.h"
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#include "print_string.h"
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#include "stdio.h"
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//#define DEBUG_SHADER_ENABLED
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typedef ShaderLanguage SL;
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struct CodeGLSL2 {
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String code;
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};
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static String _mktab(int p_level) {
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String tb;
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for (int i = 0; i < p_level; i++) {
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tb += "\t";
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}
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return tb;
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}
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static String _typestr(SL::DataType p_type) {
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switch (p_type) {
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case SL::TYPE_VOID: return "void";
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case SL::TYPE_BOOL: return "bool";
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case SL::TYPE_FLOAT: return "float";
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case SL::TYPE_VEC2: return "vec2";
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case SL::TYPE_VEC3: return "vec3";
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case SL::TYPE_VEC4: return "vec4";
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case SL::TYPE_MAT2: return "mat2";
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case SL::TYPE_MAT3: return "mat3";
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case SL::TYPE_MAT4: return "mat4";
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case SL::TYPE_TEXTURE: return "sampler2D";
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case SL::TYPE_CUBEMAP: return "samplerCube";
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}
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return "";
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}
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static String _mknum(float p_num) {
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return String::num_real(p_num);
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}
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static String _opstr(SL::Operator p_op) {
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switch (p_op) {
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case SL::OP_ASSIGN: return "=";
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case SL::OP_ADD: return "+";
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case SL::OP_SUB: return "-";
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case SL::OP_MUL: return "*";
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case SL::OP_DIV: return "/";
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case SL::OP_ASSIGN_ADD: return "+=";
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case SL::OP_ASSIGN_SUB: return "-=";
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case SL::OP_ASSIGN_MUL: return "*=";
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case SL::OP_ASSIGN_DIV: return "/=";
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case SL::OP_NEG: return "-";
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case SL::OP_NOT: return "!";
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case SL::OP_CMP_EQ: return "==";
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case SL::OP_CMP_NEQ: return "!=";
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case SL::OP_CMP_LEQ: return "<=";
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case SL::OP_CMP_GEQ: return ">=";
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case SL::OP_CMP_LESS: return "<";
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case SL::OP_CMP_GREATER: return ">";
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case SL::OP_CMP_OR: return "||";
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case SL::OP_CMP_AND: return "&&";
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default: return "";
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}
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return "";
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}
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//#ifdef DEBUG_SHADER_ENABLED
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#if 1
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#define ENDL "\n"
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#else
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#define ENDL ""
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#endif
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String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node, int p_level, bool p_assign_left) {
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String code;
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switch (p_node->type) {
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case SL::Node::TYPE_PROGRAM: {
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SL::ProgramNode *pnode = (SL::ProgramNode *)p_node;
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code += dump_node_code(pnode->body, p_level);
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} break;
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case SL::Node::TYPE_FUNCTION: {
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} break;
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case SL::Node::TYPE_BLOCK: {
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SL::BlockNode *bnode = (SL::BlockNode *)p_node;
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//variables
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code += "{" ENDL;
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for (Map<StringName, SL::DataType>::Element *E = bnode->variables.front(); E; E = E->next()) {
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code += _mktab(p_level) + _typestr(E->value()) + " " + replace_string(E->key()) + ";" ENDL;
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}
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for (int i = 0; i < bnode->statements.size(); i++) {
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code += _mktab(p_level) + dump_node_code(bnode->statements[i], p_level) + ";" ENDL;
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}
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code += "}" ENDL;
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} break;
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case SL::Node::TYPE_VARIABLE: {
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SL::VariableNode *vnode = (SL::VariableNode *)p_node;
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if (type == ShaderLanguage::SHADER_MATERIAL_VERTEX) {
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if (vnode->name == vname_vertex && p_assign_left) {
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vertex_code_writes_vertex = true;
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}
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if (vnode->name == vname_position && p_assign_left) {
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vertex_code_writes_position = true;
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}
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if (vnode->name == vname_color_interp) {
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flags->use_color_interp = true;
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}
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if (vnode->name == vname_uv_interp) {
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flags->use_uv_interp = true;
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}
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if (vnode->name == vname_uv2_interp) {
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flags->use_uv2_interp = true;
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}
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if (vnode->name == vname_var1_interp) {
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flags->use_var1_interp = true;
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}
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if (vnode->name == vname_var2_interp) {
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flags->use_var2_interp = true;
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}
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if (vnode->name == vname_tangent_interp || vnode->name == vname_binormal_interp) {
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flags->use_tangent_interp = true;
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}
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}
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if (type == ShaderLanguage::SHADER_MATERIAL_FRAGMENT) {
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if (vnode->name == vname_discard) {
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uses_discard = true;
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}
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if (vnode->name == vname_normalmap) {
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uses_normalmap = true;
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}
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if (vnode->name == vname_screen_uv) {
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uses_screen_uv = true;
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}
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if (vnode->name == vname_diffuse_alpha && p_assign_left) {
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uses_alpha = true;
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}
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if (vnode->name == vname_color_interp) {
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flags->use_color_interp = true;
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}
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if (vnode->name == vname_uv_interp) {
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flags->use_uv_interp = true;
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}
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if (vnode->name == vname_uv2_interp) {
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flags->use_uv2_interp = true;
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}
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if (vnode->name == vname_var1_interp) {
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flags->use_var1_interp = true;
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}
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if (vnode->name == vname_var2_interp) {
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flags->use_var2_interp = true;
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}
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if (vnode->name == vname_tangent_interp || vnode->name == vname_binormal_interp) {
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flags->use_tangent_interp = true;
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}
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}
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if (type == ShaderLanguage::SHADER_MATERIAL_LIGHT) {
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if (vnode->name == vname_light) {
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uses_light = true;
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}
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if (vnode->name == vname_shadow) {
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uses_shadow_color = true;
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}
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}
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if (type == ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX) {
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if (vnode->name == vname_var1_interp) {
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flags->use_var1_interp = true;
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}
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if (vnode->name == vname_var2_interp) {
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flags->use_var2_interp = true;
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}
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if (vnode->name == vname_world_vec) {
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uses_worldvec = true;
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}
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}
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if (type == ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT) {
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if (vnode->name == vname_texpixel_size) {
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uses_texpixel_size = true;
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}
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if (vnode->name == vname_normal) {
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uses_normal = true;
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}
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if (vnode->name == vname_normalmap || vnode->name == vname_normalmap_depth) {
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uses_normalmap = true;
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uses_normal = true;
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}
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if (vnode->name == vname_screen_uv) {
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uses_screen_uv = true;
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}
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if (vnode->name == vname_var1_interp) {
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flags->use_var1_interp = true;
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}
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if (vnode->name == vname_var2_interp) {
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flags->use_var2_interp = true;
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}
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}
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if (type == ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT) {
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if (vnode->name == vname_light) {
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uses_light = true;
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}
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if (vnode->name == vname_normal) {
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uses_normal = true;
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}
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if (vnode->name == vname_shadow) {
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uses_shadow_color = true;
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}
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}
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if (vnode->name == vname_time) {
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uses_time = true;
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}
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code = replace_string(vnode->name);
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} break;
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case SL::Node::TYPE_CONSTANT: {
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SL::ConstantNode *cnode = (SL::ConstantNode *)p_node;
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switch (cnode->datatype) {
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case SL::TYPE_BOOL: code = cnode->value.operator bool() ? "true" : "false"; break;
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case SL::TYPE_FLOAT:
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code = _mknum(cnode->value);
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break; //force zeros, so GLSL doesn't confuse with integer.
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case SL::TYPE_VEC2: {
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Vector2 v = cnode->value;
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code = "vec2(" + _mknum(v.x) + ", " + _mknum(v.y) + ")";
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} break;
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case SL::TYPE_VEC3: {
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Vector3 v = cnode->value;
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code = "vec3(" + _mknum(v.x) + ", " + _mknum(v.y) + ", " + _mknum(v.z) + ")";
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} break;
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case SL::TYPE_VEC4: {
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Plane v = cnode->value;
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code = "vec4(" + _mknum(v.normal.x) + ", " + _mknum(v.normal.y) + ", " + _mknum(v.normal.z) + ", " + _mknum(v.d) + ")";
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} break;
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case SL::TYPE_MAT2: {
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Transform2D x = cnode->value;
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code = "mat2( vec2(" + _mknum(x[0][0]) + ", " + _mknum(x[0][1]) + "), vec2(" + _mknum(x[1][0]) + ", " + _mknum(x[1][1]) + "))";
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} break;
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case SL::TYPE_MAT3: {
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Basis x = cnode->value;
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code = "mat3( vec3(" + _mknum(x.get_axis(0).x) + ", " + _mknum(x.get_axis(0).y) + ", " + _mknum(x.get_axis(0).z) + "), vec3(" + _mknum(x.get_axis(1).x) + ", " + _mknum(x.get_axis(1).y) + ", " + _mknum(x.get_axis(1).z) + "), vec3(" + _mknum(x.get_axis(2).x) + ", " + _mknum(x.get_axis(2).y) + ", " + _mknum(x.get_axis(2).z) + "))";
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} break;
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case SL::TYPE_MAT4: {
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Transform x = cnode->value;
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code = "mat4( vec4(" + _mknum(x.basis.get_axis(0).x) + ", " + _mknum(x.basis.get_axis(0).y) + ", " + _mknum(x.basis.get_axis(0).z) + ",0.0), vec4(" + _mknum(x.basis.get_axis(1).x) + ", " + _mknum(x.basis.get_axis(1).y) + ", " + _mknum(x.basis.get_axis(1).z) + ",0.0), vec4(" + _mknum(x.basis.get_axis(2).x) + ", " + _mknum(x.basis.get_axis(2).y) + ", " + _mknum(x.basis.get_axis(2).z) + ",0.0), vec4(" + _mknum(x.origin.x) + ", " + _mknum(x.origin.y) + ", " + _mknum(x.origin.z) + ",1.0))";
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} break;
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default: code = "<error: " + Variant::get_type_name(cnode->value.get_type()) + " (" + itos(cnode->datatype) + ">";
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}
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} break;
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case SL::Node::TYPE_OPERATOR: {
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SL::OperatorNode *onode = (SL::OperatorNode *)p_node;
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switch (onode->op) {
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case SL::OP_ASSIGN_MUL: {
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if (onode->arguments[0]->get_datatype() == SL::TYPE_VEC3 && onode->arguments[1]->get_datatype() == SL::TYPE_MAT4) {
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String mul_l = dump_node_code(onode->arguments[0], p_level, true);
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String mul_r = dump_node_code(onode->arguments[1], p_level);
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code = mul_l + "=(vec4(" + mul_l + ",1.0)*(" + mul_r + ")).xyz";
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break;
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} else if (onode->arguments[0]->get_datatype() == SL::TYPE_MAT4 && onode->arguments[1]->get_datatype() == SL::TYPE_VEC3) {
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String mul_l = dump_node_code(onode->arguments[0], p_level, true);
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String mul_r = dump_node_code(onode->arguments[1], p_level);
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code = mul_l + "=((" + mul_l + ")*vec4(" + mul_r + ",1.0)).xyz";
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break;
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} else if (onode->arguments[0]->get_datatype() == SL::TYPE_VEC2 && onode->arguments[1]->get_datatype() == SL::TYPE_MAT4) {
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String mul_l = dump_node_code(onode->arguments[0], p_level, true);
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String mul_r = dump_node_code(onode->arguments[1], p_level);
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code = mul_l + "=(vec4(" + mul_l + ",0.0,1.0)*(" + mul_r + ")).xy";
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break;
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} else if (onode->arguments[0]->get_datatype() == SL::TYPE_MAT4 && onode->arguments[1]->get_datatype() == SL::TYPE_VEC2) {
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String mul_l = dump_node_code(onode->arguments[0], p_level, true);
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String mul_r = dump_node_code(onode->arguments[1], p_level);
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code = mul_l + "=((" + mul_l + ")*vec4(" + mul_r + ",0.0,1.0)).xy";
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break;
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} else if (onode->arguments[0]->get_datatype() == SL::TYPE_VEC2 && onode->arguments[1]->get_datatype() == SL::TYPE_MAT3) {
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String mul_l = dump_node_code(onode->arguments[0], p_level, true);
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String mul_r = dump_node_code(onode->arguments[1], p_level);
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code = mul_l + "=((" + mul_l + ")*vec3(" + mul_r + ",1.0)).xy";
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break;
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}
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};
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case SL::OP_ASSIGN:
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case SL::OP_ASSIGN_ADD:
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case SL::OP_ASSIGN_SUB:
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case SL::OP_ASSIGN_DIV:
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code = "(" + dump_node_code(onode->arguments[0], p_level, true) + _opstr(onode->op) + dump_node_code(onode->arguments[1], p_level) + ")";
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break;
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case SL::OP_MUL:
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if (onode->arguments[0]->get_datatype() == SL::TYPE_MAT4 && onode->arguments[1]->get_datatype() == SL::TYPE_VEC3) {
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code = "(" + dump_node_code(onode->arguments[0], p_level) + "*vec4(" + dump_node_code(onode->arguments[1], p_level) + ",1.0)).xyz";
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break;
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} else if (onode->arguments[0]->get_datatype() == SL::TYPE_VEC3 && onode->arguments[1]->get_datatype() == SL::TYPE_MAT4) {
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code = "(vec4(" + dump_node_code(onode->arguments[0], p_level) + ",1.0)*" + dump_node_code(onode->arguments[1], p_level) + ").xyz";
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break;
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} else if (onode->arguments[0]->get_datatype() == SL::TYPE_MAT4 && onode->arguments[1]->get_datatype() == SL::TYPE_VEC2) {
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code = "(" + dump_node_code(onode->arguments[0], p_level) + "*vec4(" + dump_node_code(onode->arguments[1], p_level) + ",0.0,1.0)).xy";
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break;
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} else if (onode->arguments[0]->get_datatype() == SL::TYPE_VEC2 && onode->arguments[1]->get_datatype() == SL::TYPE_MAT4) {
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code = "(vec4(" + dump_node_code(onode->arguments[0], p_level) + ",0.0,1.0)*" + dump_node_code(onode->arguments[1], p_level) + ").xy";
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break;
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} else if (onode->arguments[0]->get_datatype() == SL::TYPE_MAT3 && onode->arguments[1]->get_datatype() == SL::TYPE_VEC2) {
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code = "(" + dump_node_code(onode->arguments[0], p_level) + "*vec3(" + dump_node_code(onode->arguments[1], p_level) + ",1.0)).xy";
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break;
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} else if (onode->arguments[0]->get_datatype() == SL::TYPE_VEC2 && onode->arguments[1]->get_datatype() == SL::TYPE_MAT3) {
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code = "(vec3(" + dump_node_code(onode->arguments[0], p_level) + ",1.0)*" + dump_node_code(onode->arguments[1], p_level) + ").xy";
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break;
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}
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case SL::OP_ADD:
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case SL::OP_SUB:
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case SL::OP_DIV:
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case SL::OP_CMP_EQ:
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case SL::OP_CMP_NEQ:
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case SL::OP_CMP_LEQ:
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case SL::OP_CMP_GEQ:
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case SL::OP_CMP_LESS:
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case SL::OP_CMP_GREATER:
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case SL::OP_CMP_OR:
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case SL::OP_CMP_AND:
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//handle binary
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code = "(" + dump_node_code(onode->arguments[0], p_level) + _opstr(onode->op) + dump_node_code(onode->arguments[1], p_level) + ")";
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break;
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case SL::OP_NEG:
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case SL::OP_NOT:
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//handle unary
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code = _opstr(onode->op) + dump_node_code(onode->arguments[0], p_level);
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break;
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case SL::OP_CONSTRUCT:
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case SL::OP_CALL: {
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String callfunc = dump_node_code(onode->arguments[0], p_level);
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code = callfunc + "(";
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/*if (callfunc=="mat4") {
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//fix constructor for mat4
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for(int i=1;i<onode->arguments.size();i++) {
|
|
if (i>1)
|
|
code+=", ";
|
|
//transform
|
|
code+="vec4( "+dump_node_code(onode->arguments[i],p_level)+(i==4?",1.0)":",0.0)");
|
|
|
|
}
|
|
} else*/ if (callfunc == "tex") {
|
|
|
|
code = "texture2D( " + dump_node_code(onode->arguments[1], p_level) + "," + dump_node_code(onode->arguments[2], p_level) + ")";
|
|
break;
|
|
} else if (callfunc == "texcube") {
|
|
|
|
code = "(textureCube( " + dump_node_code(onode->arguments[1], p_level) + ",(" + dump_node_code(onode->arguments[2], p_level) + ")).xyz";
|
|
break;
|
|
} else if (callfunc == "texscreen") {
|
|
//create the call to sample the screen, and clamp it
|
|
uses_texscreen = true;
|
|
code = "(texture2D( texscreen_tex, clamp((" + dump_node_code(onode->arguments[1], p_level) + ").xy*texscreen_screen_mult,texscreen_screen_clamp.xy,texscreen_screen_clamp.zw))).rgb";
|
|
//code="(texture2D( screen_texture, ("+dump_node_code(onode->arguments[1],p_level)+").xy).rgb";
|
|
break;
|
|
} else if (callfunc == "texpos") {
|
|
//create the call to sample the screen, and clamp it
|
|
uses_texpos = true;
|
|
code = "get_texpos(" + dump_node_code(onode->arguments[1], p_level) + "";
|
|
//code="get_texpos(gl_ProjectionMatrixInverse * texture2D( depth_texture, clamp(("+dump_node_code(onode->arguments[1],p_level)+").xy,vec2(0.0),vec2(1.0))*gl_LightSource[5].specular.zw+gl_LightSource[5].specular.xy)";
|
|
//code="(texture2D( screen_texture, ("+dump_node_code(onode->arguments[1],p_level)+").xy).rgb";
|
|
break;
|
|
} else if (custom_h && callfunc == "cosh_custom") {
|
|
|
|
if (!cosh_used) {
|
|
global_code =
|
|
"float cosh_custom(float val)\n"
|
|
"{\n"
|
|
" float tmp = exp(val);\n"
|
|
" float cosH = (tmp + 1.0 / tmp) / 2.0;\n"
|
|
" return cosH;\n"
|
|
"}\n" +
|
|
global_code;
|
|
cosh_used = true;
|
|
}
|
|
code = "cosh_custom(" + dump_node_code(onode->arguments[1], p_level) + "";
|
|
} else if (custom_h && callfunc == "sinh_custom") {
|
|
|
|
if (!sinh_used) {
|
|
global_code =
|
|
"float sinh_custom(float val)\n"
|
|
"{\n"
|
|
" float tmp = exp(val);\n"
|
|
" float sinH = (tmp - 1.0 / tmp) / 2.0;\n"
|
|
" return sinH;\n"
|
|
"}\n" +
|
|
global_code;
|
|
sinh_used = true;
|
|
}
|
|
code = "sinh_custom(" + dump_node_code(onode->arguments[1], p_level) + "";
|
|
} else if (custom_h && callfunc == "tanh_custom") {
|
|
|
|
if (!tanh_used) {
|
|
global_code =
|
|
"float tanh_custom(float val)\n"
|
|
"{\n"
|
|
" float tmp = exp(val);\n"
|
|
" float tanH = (tmp - 1.0 / tmp) / (tmp + 1.0 / tmp);\n"
|
|
" return tanH;\n"
|
|
"}\n" +
|
|
global_code;
|
|
tanh_used = true;
|
|
}
|
|
code = "tanh_custom(" + dump_node_code(onode->arguments[1], p_level) + "";
|
|
|
|
} else {
|
|
|
|
for (int i = 1; i < onode->arguments.size(); i++) {
|
|
if (i > 1)
|
|
code += ", ";
|
|
//transform
|
|
code += dump_node_code(onode->arguments[i], p_level);
|
|
}
|
|
}
|
|
code += ")";
|
|
break;
|
|
} break;
|
|
default: {}
|
|
}
|
|
|
|
} break;
|
|
case SL::Node::TYPE_CONTROL_FLOW: {
|
|
SL::ControlFlowNode *cfnode = (SL::ControlFlowNode *)p_node;
|
|
if (cfnode->flow_op == SL::FLOW_OP_IF) {
|
|
|
|
code += "if (" + dump_node_code(cfnode->statements[0], p_level) + ") {" ENDL;
|
|
code += dump_node_code(cfnode->statements[1], p_level + 1);
|
|
if (cfnode->statements.size() == 3) {
|
|
|
|
code += "} else {" ENDL;
|
|
code += dump_node_code(cfnode->statements[2], p_level + 1);
|
|
}
|
|
|
|
code += "}" ENDL;
|
|
|
|
} else if (cfnode->flow_op == SL::FLOW_OP_RETURN) {
|
|
|
|
if (cfnode->statements.size()) {
|
|
code = "return " + dump_node_code(cfnode->statements[0], p_level);
|
|
} else {
|
|
code = "return";
|
|
}
|
|
}
|
|
|
|
} break;
|
|
case SL::Node::TYPE_MEMBER: {
|
|
SL::MemberNode *mnode = (SL::MemberNode *)p_node;
|
|
String m;
|
|
if (mnode->basetype == SL::TYPE_MAT4) {
|
|
if (mnode->name == "x")
|
|
m = "[0]";
|
|
else if (mnode->name == "y")
|
|
m = "[1]";
|
|
else if (mnode->name == "z")
|
|
m = "[2]";
|
|
else if (mnode->name == "w")
|
|
m = "[3]";
|
|
} else if (mnode->basetype == SL::TYPE_MAT2) {
|
|
if (mnode->name == "x")
|
|
m = "[0]";
|
|
else if (mnode->name == "y")
|
|
m = "[1]";
|
|
|
|
} else if (mnode->basetype == SL::TYPE_MAT3) {
|
|
if (mnode->name == "x")
|
|
m = "[0]";
|
|
else if (mnode->name == "y")
|
|
m = "[1]";
|
|
else if (mnode->name == "z")
|
|
m = "[2]";
|
|
|
|
} else {
|
|
m = "." + mnode->name;
|
|
}
|
|
code = dump_node_code(mnode->owner, p_level) + m;
|
|
|
|
} break;
|
|
}
|
|
|
|
return code;
|
|
}
|
|
|
|
Error ShaderCompilerGLES2::compile_node(SL::ProgramNode *p_program) {
|
|
|
|
// feed the local replace table and global code
|
|
global_code = "";
|
|
|
|
// uniforms first!
|
|
|
|
int ubase = 0;
|
|
if (uniforms)
|
|
ubase = uniforms->size();
|
|
for (Map<StringName, SL::Uniform>::Element *E = p_program->uniforms.front(); E; E = E->next()) {
|
|
|
|
String uline = "uniform " + _typestr(E->get().type) + " _" + E->key().operator String() + ";" ENDL;
|
|
|
|
global_code += uline;
|
|
if (uniforms) {
|
|
/*
|
|
if (uniforms->has(E->key())) {
|
|
//repeated uniform, error
|
|
ERR_EXPLAIN("Uniform already exists from other shader: "+String(E->key()));
|
|
ERR_FAIL_COND_V(uniforms->has(E->key()),ERR_ALREADY_EXISTS);
|
|
}
|
|
*/
|
|
SL::Uniform u = E->get();
|
|
u.order += ubase;
|
|
uniforms->insert(E->key(), u);
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < p_program->functions.size(); i++) {
|
|
|
|
SL::FunctionNode *fnode = p_program->functions[i].function;
|
|
|
|
StringName funcname = fnode->name;
|
|
String newfuncname = replace_string(funcname);
|
|
|
|
String header;
|
|
header = _typestr(fnode->return_type) + " " + newfuncname + "(";
|
|
for (int i = 0; i < fnode->arguments.size(); i++) {
|
|
|
|
if (i > 0)
|
|
header += ", ";
|
|
header += _typestr(fnode->arguments[i].type) + " " + replace_string(fnode->arguments[i].name);
|
|
}
|
|
|
|
header += ") {" ENDL;
|
|
String fcode = header;
|
|
fcode += dump_node_code(fnode->body, 1);
|
|
fcode += "}" ENDL;
|
|
global_code += fcode;
|
|
}
|
|
|
|
/* for(Map<StringName,SL::DataType>::Element *E=p_program->preexisting_variables.front();E;E=E->next()) {
|
|
|
|
StringName varname=E->key();
|
|
String newvarname=replace_string(varname);
|
|
global_code+="uniform "+_typestr(E->get())+" "+newvarname+";" ENDL;
|
|
}*/
|
|
|
|
code = dump_node_code(p_program, 0);
|
|
|
|
#ifdef DEBUG_SHADER_ENABLED
|
|
|
|
print_line("GLOBAL CODE:\n\n");
|
|
print_line(global_code);
|
|
global_code = global_code.replace("\n", "");
|
|
print_line("CODE:\n\n");
|
|
print_line(code);
|
|
code = code.replace("\n", "");
|
|
#endif
|
|
|
|
return OK;
|
|
}
|
|
|
|
Error ShaderCompilerGLES2::create_glsl_120_code(void *p_str, SL::ProgramNode *p_program) {
|
|
|
|
ShaderCompilerGLES2 *compiler = (ShaderCompilerGLES2 *)p_str;
|
|
return compiler->compile_node(p_program);
|
|
}
|
|
|
|
String ShaderCompilerGLES2::replace_string(const StringName &p_string) {
|
|
|
|
Map<StringName, StringName>::Element *E = NULL;
|
|
E = replace_table.find(p_string);
|
|
if (E)
|
|
return E->get();
|
|
|
|
E = mode_replace_table[type].find(p_string);
|
|
if (E)
|
|
return E->get();
|
|
|
|
return "_" + p_string.operator String();
|
|
}
|
|
|
|
Error ShaderCompilerGLES2::compile(const String &p_code, ShaderLanguage::ShaderType p_type, String &r_code_line, String &r_globals_line, Flags &r_flags, Map<StringName, ShaderLanguage::Uniform> *r_uniforms) {
|
|
|
|
uses_texscreen = false;
|
|
uses_texpos = false;
|
|
uses_alpha = false;
|
|
uses_discard = false;
|
|
uses_screen_uv = false;
|
|
uses_light = false;
|
|
uses_time = false;
|
|
uses_normalmap = false;
|
|
uses_normal = false;
|
|
uses_texpixel_size = false;
|
|
uses_worldvec = false;
|
|
vertex_code_writes_vertex = false;
|
|
vertex_code_writes_position = false;
|
|
uses_shadow_color = false;
|
|
uniforms = r_uniforms;
|
|
flags = &r_flags;
|
|
r_flags.use_color_interp = false;
|
|
r_flags.use_uv_interp = false;
|
|
r_flags.use_uv2_interp = false;
|
|
r_flags.use_tangent_interp = false;
|
|
r_flags.use_var1_interp = false;
|
|
r_flags.use_var2_interp = false;
|
|
r_flags.uses_normalmap = false;
|
|
r_flags.uses_normal = false;
|
|
sinh_used = false;
|
|
tanh_used = false;
|
|
cosh_used = false;
|
|
|
|
String error;
|
|
int errline, errcol;
|
|
|
|
type = p_type;
|
|
Error err = SL::compile(p_code, p_type, create_glsl_120_code, this, &error, &errline, &errcol);
|
|
|
|
if (err) {
|
|
print_line("***Error precompiling shader: " + error);
|
|
print_line("error " + itos(errline) + ":" + itos(errcol));
|
|
return err;
|
|
}
|
|
|
|
r_flags.uses_alpha = uses_alpha;
|
|
r_flags.uses_texscreen = uses_texscreen;
|
|
r_flags.uses_texpos = uses_texpos;
|
|
r_flags.vertex_code_writes_vertex = vertex_code_writes_vertex;
|
|
r_flags.vertex_code_writes_position = vertex_code_writes_position;
|
|
r_flags.uses_discard = uses_discard;
|
|
r_flags.uses_screen_uv = uses_screen_uv;
|
|
r_flags.uses_light = uses_light;
|
|
r_flags.uses_time = uses_time;
|
|
r_flags.uses_normalmap = uses_normalmap;
|
|
r_flags.uses_normal = uses_normal;
|
|
r_flags.uses_texpixel_size = uses_texpixel_size;
|
|
r_flags.uses_worldvec = uses_worldvec;
|
|
r_flags.uses_shadow_color = uses_shadow_color;
|
|
r_code_line = code;
|
|
r_globals_line = global_code;
|
|
return OK;
|
|
}
|
|
|
|
ShaderCompilerGLES2::ShaderCompilerGLES2() {
|
|
|
|
#ifdef GLEW_ENABLED
|
|
//use custom functions because they are not supported in GLSL120
|
|
custom_h = true;
|
|
#else
|
|
custom_h = false;
|
|
#endif
|
|
|
|
replace_table["bool"] = "bool";
|
|
replace_table["float"] = "float";
|
|
replace_table["vec2"] = "vec2";
|
|
replace_table["vec3"] = "vec3";
|
|
replace_table["vec4"] = "vec4";
|
|
replace_table["mat2"] = "mat2";
|
|
replace_table["mat3"] = "mat3";
|
|
replace_table["mat4"] = "mat4";
|
|
replace_table["texture"] = "sampler2D";
|
|
replace_table["cubemap"] = "samplerCube";
|
|
|
|
replace_table["sin"] = "sin";
|
|
replace_table["cos"] = "cos";
|
|
replace_table["tan"] = "tan";
|
|
replace_table["asin"] = "asin";
|
|
replace_table["acos"] = "acos";
|
|
replace_table["atan"] = "atan";
|
|
replace_table["atan2"] = "atan";
|
|
|
|
if (custom_h) {
|
|
replace_table["sinh"] = "sinh_custom";
|
|
replace_table["cosh"] = "cosh_custom";
|
|
replace_table["tanh"] = "tanh_custom";
|
|
} else {
|
|
replace_table["sinh"] = "sinh";
|
|
replace_table["cosh"] = "cosh";
|
|
replace_table["tanh"] = "tanh";
|
|
}
|
|
|
|
replace_table["pow"] = "pow";
|
|
replace_table["exp"] = "exp";
|
|
replace_table["log"] = "log";
|
|
replace_table["sqrt"] = "sqrt";
|
|
replace_table["abs"] = "abs";
|
|
replace_table["sign"] = "sign";
|
|
replace_table["floor"] = "floor";
|
|
replace_table["trunc"] = "trunc";
|
|
#ifdef GLEW_ENABLED
|
|
replace_table["round"] = "roundfix";
|
|
#else
|
|
replace_table["round"] = "round";
|
|
#endif
|
|
replace_table["ceil"] = "ceil";
|
|
replace_table["fract"] = "fract";
|
|
replace_table["mod"] = "mod";
|
|
replace_table["min"] = "min";
|
|
replace_table["max"] = "max";
|
|
replace_table["clamp"] = "clamp";
|
|
replace_table["mix"] = "mix";
|
|
replace_table["step"] = "step";
|
|
replace_table["smoothstep"] = "smoothstep";
|
|
replace_table["length"] = "length";
|
|
replace_table["distance"] = "distance";
|
|
replace_table["dot"] = "dot";
|
|
replace_table["cross"] = "cross";
|
|
replace_table["normalize"] = "normalize";
|
|
replace_table["reflect"] = "reflect";
|
|
replace_table["refract"] = "refract";
|
|
replace_table["tex"] = "tex";
|
|
replace_table["texa"] = "texa";
|
|
replace_table["tex2"] = "tex2";
|
|
replace_table["texcube"] = "textureCube";
|
|
replace_table["texscreen"] = "texscreen";
|
|
replace_table["texpos"] = "texpos";
|
|
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_VERTEX"] = "vertex_in.xyz";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_NORMAL"] = "normal_in";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_TANGENT"] = "tangent_in";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_BINORMALF"] = "binormalf";
|
|
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["POSITION"] = "gl_Position";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["VERTEX"] = "vertex_interp";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["NORMAL"] = "normal_interp";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["TANGENT"] = "tangent_interp";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["BINORMAL"] = "binormal_interp";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["UV"] = "uv_interp.xy";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["UV2"] = "uv_interp.zw";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["COLOR"] = "color_interp";
|
|
//@TODO convert to glsl stuff
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SPEC_EXP"] = "vertex_specular_exp";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["WORLD_MATRIX"] = "world_transform";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["INV_CAMERA_MATRIX"] = "camera_inverse_transform";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["PROJECTION_MATRIX"] = "projection_transform";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["MODELVIEW_MATRIX"] = "modelview";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["POINT_SIZE"] = "gl_PointSize";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["VAR1"] = "var1_interp";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["VAR2"] = "var2_interp";
|
|
|
|
//mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SCREEN_POS"]="SCREEN_POS";
|
|
//mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SCREEN_SIZE"]="SCREEN_SIZE";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["INSTANCE_ID"] = "instance_id";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["TIME"] = "time";
|
|
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["VERTEX"] = "vertex";
|
|
//mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["POSITION"]="IN_POSITION";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["NORMAL"] = "normal";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["TANGENT"] = "tangent";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["POSITION"] = "gl_Position";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["BINORMAL"] = "binormal";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["NORMALMAP"] = "normalmap";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["NORMALMAP_DEPTH"] = "normaldepth";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["VAR1"] = "var1_interp";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["VAR2"] = "var2_interp";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["UV"] = "uv";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["UV2"] = "uv2";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SCREEN_UV"] = "screen_uv";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["VAR1"] = "var1_interp";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["VAR2"] = "var2_interp";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["COLOR"] = "color";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["DIFFUSE"] = "diffuse.rgb";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["DIFFUSE_ALPHA"] = "diffuse";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SPECULAR"] = "specular";
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mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["EMISSION"] = "emission";
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mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SHADE_PARAM"] = "shade_param";
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mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SPEC_EXP"] = "specular_exp";
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mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["GLOW"] = "glow";
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mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["DISCARD"] = "discard_";
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mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["POINT_COORD"] = "gl_PointCoord";
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mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["INV_CAMERA_MATRIX"] = "camera_inverse_transform";
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//mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SCREEN_POS"]="SCREEN_POS";
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//mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SCREEN_TEXEL_SIZE"]="SCREEN_TEXEL_SIZE";
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mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["TIME"] = "time";
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//////////////
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mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["NORMAL"] = "normal";
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//mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["POSITION"]="IN_POSITION";
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mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["LIGHT_DIR"] = "light_dir";
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mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["LIGHT_DIFFUSE"] = "light_diffuse";
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mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["LIGHT_SPECULAR"] = "light_specular";
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mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["EYE_VEC"] = "eye_vec";
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mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["DIFFUSE"] = "mdiffuse";
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mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["SPECULAR"] = "specular";
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mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["SPECULAR_EXP"] = "specular_exp";
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mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["SHADE_PARAM"] = "shade_param";
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mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["LIGHT"] = "light";
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mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["POINT_COORD"] = "gl_PointCoord";
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mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["TIME"] = "time";
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mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["SHADOW"] = "shadow_color";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["SRC_VERTEX"] = "src_vtx";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["VERTEX"] = "outvec.xy";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["WORLD_VERTEX"] = "outvec.xy";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["UV"] = "uv_interp";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["COLOR"] = "color_interp";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["VAR1"] = "var1_interp";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["VAR2"] = "var2_interp";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["POINT_SIZE"] = "gl_PointSize";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["WORLD_MATRIX"] = "modelview_matrix";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["PROJECTION_MATRIX"] = "projection_matrix";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["EXTRA_MATRIX"] = "extra_matrix";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["TIME"] = "time";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["POSITION"] = "gl_Position";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["NORMAL"] = "normal";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["NORMALMAP"] = "normal_map";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["NORMALMAP_DEPTH"] = "normal_depth";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["UV"] = "uv_interp";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["SRC_COLOR"] = "color_interp";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["COLOR"] = "color";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["TEXTURE"] = "texture";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["TEXTURE_PIXEL_SIZE"] = "texpixel_size";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["VAR1"] = "var1_interp";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["VAR2"] = "var2_interp";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["SCREEN_UV"] = "screen_uv";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["POINT_COORD"] = "gl_PointCoord";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["TIME"] = "time";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["POSITION"] = "gl_Position";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["NORMAL"] = "normal";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["UV"] = "uv_interp";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["COLOR"] = "color";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["TEXTURE"] = "texture";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["TEXTURE_PIXEL_SIZE"] = "texpixel_size";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["VAR1"] = "var1_interp";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["VAR2"] = "var2_interp";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_VEC"] = "light_vec";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_HEIGHT"] = "light_height";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_COLOR"] = "light";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_SHADOW"] = "light_shadow_color";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_UV"] = "light_uv";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT"] = "light_out";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["SHADOW"] = "shadow_color";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["SCREEN_UV"] = "screen_uv";
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|
mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["POINT_COORD"] = "gl_PointCoord";
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mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["TIME"] = "time";
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//mode_replace_table[2]["SCREEN_POS"]="SCREEN_POS";
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//mode_replace_table[2]["SCREEN_TEXEL_SIZE"]="SCREEN_TEXEL_SIZE";
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out_vertex_name = "VERTEX";
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vname_discard = "DISCARD";
|
|
vname_screen_uv = "SCREEN_UV";
|
|
vname_diffuse_alpha = "DIFFUSE_ALPHA";
|
|
vname_color_interp = "COLOR";
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|
vname_uv_interp = "UV";
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|
vname_uv2_interp = "UV2";
|
|
vname_tangent_interp = "TANGENT";
|
|
vname_binormal_interp = "BINORMAL";
|
|
vname_var1_interp = "VAR1";
|
|
vname_var2_interp = "VAR2";
|
|
vname_vertex = "VERTEX";
|
|
vname_position = "POSITION";
|
|
vname_light = "LIGHT";
|
|
vname_time = "TIME";
|
|
vname_normalmap = "NORMALMAP";
|
|
vname_normalmap_depth = "NORMALMAP_DEPTH";
|
|
vname_normal = "NORMAL";
|
|
vname_texpixel_size = "TEXTURE_PIXEL_SIZE";
|
|
vname_world_vec = "WORLD_VERTEX";
|
|
vname_shadow = "SHADOW";
|
|
}
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