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authorRémi Verschelde2017-03-05 16:44:50 +0100
committerRémi Verschelde2017-03-05 16:44:50 +0100
commit5dbf1809c6e3e905b94b8764e99491e608122261 (patch)
tree5e5a5360db15d86d59ec8c6e4f7eb511388c5a9a /servers/visual/shader_types.cpp
parent45438e9918d421b244bfd7776a30e67dc7f2d3e3 (diff)
downloadgodot-5dbf180.tar.gz
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godot-5dbf180.zip
A Whole New World (clang-format edition)
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
Diffstat (limited to 'servers/visual/shader_types.cpp')
-rw-r--r--servers/visual/shader_types.cpp230
1 files changed, 111 insertions, 119 deletions
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp
index d119e81a4..cd9afa773 100644
--- a/servers/visual/shader_types.cpp
+++ b/servers/visual/shader_types.cpp
@@ -28,85 +28,82 @@
/*************************************************************************/
#include "shader_types.h"
-
-const Map< StringName, Map<StringName,ShaderLanguage::DataType> >& ShaderTypes::get_functions(VS::ShaderMode p_mode) {
+const Map<StringName, Map<StringName, ShaderLanguage::DataType> > &ShaderTypes::get_functions(VS::ShaderMode p_mode) {
return shader_modes[p_mode].functions;
}
-const Set<String>& ShaderTypes::get_modes(VS::ShaderMode p_mode) {
+const Set<String> &ShaderTypes::get_modes(VS::ShaderMode p_mode) {
return shader_modes[p_mode].modes;
}
+ShaderTypes *ShaderTypes::singleton = NULL;
-ShaderTypes *ShaderTypes::singleton=NULL;
-
-ShaderTypes::ShaderTypes()
-{
- singleton=this;
+ShaderTypes::ShaderTypes() {
+ singleton = this;
/*************** SPATIAL ***********************/
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_VERTEX"]=ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_NORMAL"]=ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_TANGENT"]=ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_BONES"]=ShaderLanguage::TYPE_IVEC4;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_WEIGHTS"]=ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_VERTEX"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_NORMAL"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_TANGENT"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_BONES"] = ShaderLanguage::TYPE_IVEC4;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["SRC_WEIGHTS"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["POSITION"]=ShaderLanguage::TYPE_VEC4 ;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["VERTEX"]=ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["NORMAL"]=ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["TANGENT"]=ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["BINORMAL"]=ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["UV"]=ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["UV2"]=ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["COLOR"]=ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["POINT_SIZE"]=ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["INSTANCE_ID"]=ShaderLanguage::TYPE_INT;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["POSITION"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["VERTEX"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["NORMAL"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["TANGENT"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["BINORMAL"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["UV"] = ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["UV2"] = ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["COLOR"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["INSTANCE_ID"] = ShaderLanguage::TYPE_INT;
//builtins
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["WORLD_MATRIX"]=ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["INV_CAMERA_MATRIX"]=ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["PROJECTION_MATRIX"]=ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["TIME"]=ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["VIEWPORT_SIZE"]=ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["INV_CAMERA_MATRIX"] = ShaderLanguage::TYPE_MAT4;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["TIME"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["VIEWPORT_SIZE"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["VERTEX"]=ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["FRAGCOORD"]=ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["FRONT_FACING"]=ShaderLanguage::TYPE_BOOL;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMAL"]=ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["TANGENT"]=ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["BINORMAL"]=ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMALMAP"]=ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMALMAP_DEPTH"]=ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["UV"]=ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["UV2"]=ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["COLOR"]=ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMAL"]=ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALBEDO"]=ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALPHA"]=ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECULAR"]=ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ROUGHNESS"]=ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["RIM"]=ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["RIM_TINT"]=ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["CLEARCOAT"]=ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["CLEARCOAT_GLOSS"]=ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ANISOTROPY"]=ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ANISOTROPY_FLOW"]=ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SSS_STRENGTH"]=ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["AO"]=ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["EMISSION"]=ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECIAL"]=ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["DISCARD"]=ShaderLanguage::TYPE_BOOL;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["POINT_COORD"]=ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["VERTEX"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["FRAGCOORD"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["FRONT_FACING"] = ShaderLanguage::TYPE_BOOL;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMAL"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["TANGENT"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["BINORMAL"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMALMAP"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["UV"] = ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["UV2"] = ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["COLOR"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMAL"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALBEDO"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECULAR"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["RIM"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["RIM_TINT"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["CLEARCOAT"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["CLEARCOAT_GLOSS"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ANISOTROPY"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ANISOTROPY_FLOW"] = ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["AO"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["EMISSION"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECIAL"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["DISCARD"] = ShaderLanguage::TYPE_BOOL;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["POINT_COORD"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["WORLD_MATRIX"]=ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["INV_CAMERA_MATRIX"]=ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["PROJECTION_MATRIX"]=ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["TIME"]=ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["VIEWPORT_SIZE"]=ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["INV_CAMERA_MATRIX"] = ShaderLanguage::TYPE_MAT4;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["TIME"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["VIEWPORT_SIZE"] = ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_mix");
shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_add");
@@ -129,48 +126,48 @@ ShaderTypes::ShaderTypes()
/************ CANVAS ITEM **************************/
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["SRC_VERTEX"]=ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["VERTEX"]=ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["UV"]=ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["VERTEX_COLOR"]=ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["POINT_SIZE"]=ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["SRC_VERTEX"] = ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["VERTEX"] = ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["UV"] = ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["VERTEX_COLOR"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["WORLD_MATRIX"]=ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["PROJECTION_MATRIX"]=ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["EXTRA_MATRIX"]=ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["TIME"]=ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["EXTRA_MATRIX"] = ShaderLanguage::TYPE_MAT4;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["TIME"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SRC_COLOR"]=ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["POSITION"]=ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMAL"]=ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMALMAP"]=ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMALMAP_DEPTH"]=ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["UV"]=ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["COLOR"]=ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["TEXTURE"]=ShaderLanguage::TYPE_SAMPLER2D;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["TEXTURE_PIXEL_SIZE"]=ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["POINT_COORD"]=ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["TIME"]=ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SRC_COLOR"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["POSITION"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMAL"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMALMAP"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["UV"] = ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["COLOR"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["TEXTURE_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["POINT_COORD"] = ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["TIME"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["POSITION"]=ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["NORMAL"]=ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["UV"]=ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["COLOR"]=ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["TEXTURE"]=ShaderLanguage::TYPE_SAMPLER2D;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["TEXTURE_PIXEL_SIZE"]=ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["VAR1"]=ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["VAR2"]=ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_VEC"]=ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_HEIGHT"]=ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_COLOR"]=ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_UV"]=ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_SHADOW"]=ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT"]=ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["SHADOW"]=ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["POINT_COORD"]=ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["TIME"]=ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["POSITION"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["NORMAL"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["UV"] = ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["COLOR"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["TEXTURE_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["VAR1"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["VAR2"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_VEC"] = ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_HEIGHT"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_COLOR"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_UV"] = ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT_SHADOW"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["LIGHT"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["SHADOW"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["POINT_COORD"] = ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["TIME"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("skip_transform");
@@ -183,28 +180,23 @@ ShaderTypes::ShaderTypes()
shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("unshaded");
shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("light_only");
-
/************ PARTICLES **************************/
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["COLOR"]=ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["VELOCITY"]=ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["MASS"]=ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["ACTIVE"]=ShaderLanguage::TYPE_BOOL;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["RESTART"]=ShaderLanguage::TYPE_BOOL;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["CUSTOM"]=ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["TRANSFORM"]=ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["TIME"]=ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["LIFETIME"]=ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["DELTA"]=ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["SEED"]=ShaderLanguage::TYPE_BOOL;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["ORIGIN"]=ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["INDEX"]=ShaderLanguage::TYPE_INT;
+ shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["COLOR"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["VELOCITY"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["MASS"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["ACTIVE"] = ShaderLanguage::TYPE_BOOL;
+ shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["RESTART"] = ShaderLanguage::TYPE_BOOL;
+ shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
+ shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["TIME"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["LIFETIME"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["DELTA"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["SEED"] = ShaderLanguage::TYPE_BOOL;
+ shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["ORIGIN"] = ShaderLanguage::TYPE_MAT4;
+ shader_modes[VS::SHADER_PARTICLES].functions["vertex"]["INDEX"] = ShaderLanguage::TYPE_INT;
shader_modes[VS::SHADER_PARTICLES].modes.insert("billboard");
shader_modes[VS::SHADER_PARTICLES].modes.insert("disable_force");
shader_modes[VS::SHADER_PARTICLES].modes.insert("disable_velocity");
-
-
-
-
}