Make Sky initialize shaders only once
* Create the shader on demand. * Makes sure compilation happens only once, then shader is cached. * Speeds up scene loading times. * Speeds up editor initialization.
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parent
71f8253579
commit
67e5715dbf
3 changed files with 111 additions and 19 deletions
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@ -1085,6 +1085,10 @@ void unregister_scene_types() {
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BaseMaterial3D::finish_shaders();
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#endif // _3D_DISABLED
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PhysicalSkyMaterial::cleanup_shader();
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PanoramaSkyMaterial::cleanup_shader();
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ProceduralSkyMaterial::cleanup_shader();
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ParticlesMaterial::finish_shaders();
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CanvasItemMaterial::finish_shaders();
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ColorPicker::finish_shaders();
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@ -30,6 +30,9 @@
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#include "sky_material.h"
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Mutex ProceduralSkyMaterial::shader_mutex;
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RID ProceduralSkyMaterial::shader;
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void ProceduralSkyMaterial::set_sky_top_color(const Color &p_sky_top) {
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sky_top_color = p_sky_top;
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RS::get_singleton()->material_set_param(_get_material(), "sky_top_color", sky_top_color.to_linear());
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@ -128,7 +131,17 @@ Shader::Mode ProceduralSkyMaterial::get_shader_mode() const {
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return Shader::MODE_SKY;
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}
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RID ProceduralSkyMaterial::get_rid() const {
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_update_shader();
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if (!shader_set) {
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RS::get_singleton()->material_set_shader(_get_material(), shader);
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shader_set = true;
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}
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return _get_material();
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}
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RID ProceduralSkyMaterial::get_shader_rid() const {
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_update_shader();
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return shader;
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}
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@ -180,10 +193,18 @@ void ProceduralSkyMaterial::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_curve", PROPERTY_HINT_EXP_EASING), "set_sun_curve", "get_sun_curve");
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}
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ProceduralSkyMaterial::ProceduralSkyMaterial() {
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shader = RS::get_singleton()->shader_create();
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void ProceduralSkyMaterial::cleanup_shader() {
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if (shader.is_valid()) {
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RS::get_singleton()->free(shader);
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}
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}
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RS::get_singleton()->shader_set_code(shader, R"(
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void ProceduralSkyMaterial::_update_shader() {
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shader_mutex.lock();
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if (shader.is_null()) {
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shader = RS::get_singleton()->shader_create();
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RS::get_singleton()->shader_set_code(shader, R"(
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shader_type sky;
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uniform vec4 sky_top_color : hint_color = vec4(0.35, 0.46, 0.71, 1.0);
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@ -250,9 +271,11 @@ void sky() {
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COLOR = mix(ground, sky, step(0.0, EYEDIR.y));
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}
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)");
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}
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shader_mutex.unlock();
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}
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RS::get_singleton()->material_set_shader(_get_material(), shader);
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ProceduralSkyMaterial::ProceduralSkyMaterial() {
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set_sky_top_color(Color(0.35, 0.46, 0.71));
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set_sky_horizon_color(Color(0.55, 0.69, 0.81));
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set_sky_curve(0.09);
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@ -268,7 +291,6 @@ void sky() {
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}
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ProceduralSkyMaterial::~ProceduralSkyMaterial() {
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RS::get_singleton()->free(shader);
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RS::get_singleton()->material_set_shader(_get_material(), RID());
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}
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@ -293,7 +315,17 @@ Shader::Mode PanoramaSkyMaterial::get_shader_mode() const {
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return Shader::MODE_SKY;
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}
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RID PanoramaSkyMaterial::get_rid() const {
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_update_shader();
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if (!shader_set) {
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RS::get_singleton()->material_set_shader(_get_material(), shader);
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shader_set = true;
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}
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return _get_material();
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}
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RID PanoramaSkyMaterial::get_shader_rid() const {
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_update_shader();
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return shader;
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}
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@ -304,10 +336,21 @@ void PanoramaSkyMaterial::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "panorama", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_panorama", "get_panorama");
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}
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PanoramaSkyMaterial::PanoramaSkyMaterial() {
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shader = RS::get_singleton()->shader_create();
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Mutex PanoramaSkyMaterial::shader_mutex;
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RID PanoramaSkyMaterial::shader;
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RS::get_singleton()->shader_set_code(shader, R"(
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void PanoramaSkyMaterial::cleanup_shader() {
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if (shader.is_valid()) {
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RS::get_singleton()->free(shader);
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}
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}
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void PanoramaSkyMaterial::_update_shader() {
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shader_mutex.lock();
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if (shader.is_null()) {
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shader = RS::get_singleton()->shader_create();
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RS::get_singleton()->shader_set_code(shader, R"(
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shader_type sky;
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uniform sampler2D source_panorama : filter_linear;
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@ -316,12 +359,15 @@ void sky() {
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COLOR = texture(source_panorama, SKY_COORDS).rgb;
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}
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)");
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}
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RS::get_singleton()->material_set_shader(_get_material(), shader);
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shader_mutex.unlock();
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}
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PanoramaSkyMaterial::PanoramaSkyMaterial() {
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}
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PanoramaSkyMaterial::~PanoramaSkyMaterial() {
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RS::get_singleton()->free(shader);
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RS::get_singleton()->material_set_shader(_get_material(), RID());
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}
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@ -436,10 +482,23 @@ Shader::Mode PhysicalSkyMaterial::get_shader_mode() const {
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return Shader::MODE_SKY;
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}
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RID PhysicalSkyMaterial::get_rid() const {
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_update_shader();
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if (!shader_set) {
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RS::get_singleton()->material_set_shader(_get_material(), shader);
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shader_set = true;
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}
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return _get_material();
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}
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RID PhysicalSkyMaterial::get_shader_rid() const {
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_update_shader();
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return shader;
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}
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Mutex PhysicalSkyMaterial::shader_mutex;
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RID PhysicalSkyMaterial::shader;
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void PhysicalSkyMaterial::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_rayleigh_coefficient", "rayleigh"), &PhysicalSkyMaterial::set_rayleigh_coefficient);
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ClassDB::bind_method(D_METHOD("get_rayleigh_coefficient"), &PhysicalSkyMaterial::get_rayleigh_coefficient);
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@ -491,10 +550,18 @@ void PhysicalSkyMaterial::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "night_sky", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_night_sky", "get_night_sky");
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}
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PhysicalSkyMaterial::PhysicalSkyMaterial() {
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shader = RS::get_singleton()->shader_create();
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void PhysicalSkyMaterial::cleanup_shader() {
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if (shader.is_valid()) {
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RS::get_singleton()->free(shader);
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}
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}
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RS::get_singleton()->shader_set_code(shader, R"(
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void PhysicalSkyMaterial::_update_shader() {
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shader_mutex.lock();
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if (shader.is_null()) {
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shader = RS::get_singleton()->shader_create();
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RS::get_singleton()->shader_set_code(shader, R"(
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shader_type sky;
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uniform float rayleigh : hint_range(0, 64) = 2.0;
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@ -588,9 +655,12 @@ void sky() {
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}
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}
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)");
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}
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RS::get_singleton()->material_set_shader(_get_material(), shader);
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shader_mutex.unlock();
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}
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PhysicalSkyMaterial::PhysicalSkyMaterial() {
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set_rayleigh_coefficient(2.0);
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set_rayleigh_color(Color(0.056, 0.14, 0.3));
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set_mie_coefficient(0.005);
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@ -604,5 +674,4 @@ void sky() {
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}
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PhysicalSkyMaterial::~PhysicalSkyMaterial() {
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RS::get_singleton()->free(shader);
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}
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@ -51,7 +51,10 @@ private:
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float sun_angle_max;
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float sun_curve;
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RID shader;
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static Mutex shader_mutex;
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static RID shader;
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static void _update_shader();
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mutable bool shader_set = false;
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protected:
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static void _bind_methods();
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@ -90,6 +93,9 @@ public:
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virtual Shader::Mode get_shader_mode() const override;
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virtual RID get_shader_rid() const override;
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virtual RID get_rid() const override;
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static void cleanup_shader();
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ProceduralSkyMaterial();
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~ProceduralSkyMaterial();
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@ -103,7 +109,11 @@ class PanoramaSkyMaterial : public Material {
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private:
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Ref<Texture2D> panorama;
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RID shader;
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static Mutex shader_mutex;
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static RID shader;
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static void _update_shader();
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mutable bool shader_set = false;
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protected:
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static void _bind_methods();
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@ -115,6 +125,9 @@ public:
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virtual Shader::Mode get_shader_mode() const override;
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virtual RID get_shader_rid() const override;
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virtual RID get_rid() const override;
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static void cleanup_shader();
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PanoramaSkyMaterial();
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~PanoramaSkyMaterial();
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@ -127,7 +140,8 @@ class PhysicalSkyMaterial : public Material {
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GDCLASS(PhysicalSkyMaterial, Material);
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private:
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RID shader;
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static Mutex shader_mutex;
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static RID shader;
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float rayleigh;
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Color rayleigh_color;
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@ -140,6 +154,8 @@ private:
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float exposure;
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float dither_strength;
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Ref<Texture2D> night_sky;
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static void _update_shader();
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mutable bool shader_set = false;
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protected:
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static void _bind_methods();
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@ -182,6 +198,9 @@ public:
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virtual Shader::Mode get_shader_mode() const override;
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virtual RID get_shader_rid() const override;
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static void cleanup_shader();
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virtual RID get_rid() const override;
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PhysicalSkyMaterial();
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~PhysicalSkyMaterial();
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};
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