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| author | Rémi Verschelde | 2017-03-05 16:44:50 +0100 |
|---|---|---|
| committer | Rémi Verschelde | 2017-03-05 16:44:50 +0100 |
| commit | 5dbf1809c6e3e905b94b8764e99491e608122261 (patch) | |
| tree | 5e5a5360db15d86d59ec8c6e4f7eb511388c5a9a /servers/visual/shader_types.cpp | |
| parent | 45438e9918d421b244bfd7776a30e67dc7f2d3e3 (diff) | |
| download | godot-5dbf180.tar.gz godot-5dbf180.tar.zst 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.cpp | 230 |
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"); - - - - } |
