virtualx-engine/drivers/gles3/shader_compiler_gles3.cpp
Juan Linietsky a2505542ff Huge amount of improvement in the material system. Materials should be
a lot more complete and usable now.
2016-11-20 22:49:53 -03:00

713 lines
22 KiB
C++

#include "shader_compiler_gles3.h"
#include "os/os.h"
#define SL ShaderLanguage
static String _mktab(int p_level) {
String tb;
for(int i=0;i<p_level;i++) {
tb+="\t";
}
return tb;
}
static String _typestr(SL::DataType p_type) {
return ShaderLanguage::get_datatype_name(p_type);
}
static int _get_datatype_size(SL::DataType p_type) {
switch(p_type) {
case SL::TYPE_VOID: return 0;
case SL::TYPE_BOOL: return 4;
case SL::TYPE_BVEC2: return 8;
case SL::TYPE_BVEC3: return 16;
case SL::TYPE_BVEC4: return 16;
case SL::TYPE_INT: return 4;
case SL::TYPE_IVEC2: return 8;
case SL::TYPE_IVEC3: return 16;
case SL::TYPE_IVEC4: return 16;
case SL::TYPE_UINT: return 4;
case SL::TYPE_UVEC2: return 8;
case SL::TYPE_UVEC3: return 16;
case SL::TYPE_UVEC4: return 16;
case SL::TYPE_FLOAT: return 4;
case SL::TYPE_VEC2: return 8;
case SL::TYPE_VEC3: return 16;
case SL::TYPE_VEC4: return 16;
case SL::TYPE_MAT2: return 16;
case SL::TYPE_MAT3: return 48;
case SL::TYPE_MAT4: return 64;
case SL::TYPE_SAMPLER2D: return 16;
case SL::TYPE_ISAMPLER2D: return 16;
case SL::TYPE_USAMPLER2D: return 16;
case SL::TYPE_SAMPLERCUBE: return 16;
}
ERR_FAIL_V(0);
}
static String _prestr(SL::DataPrecision p_pres) {
switch(p_pres) {
case SL::PRECISION_LOWP: return "lowp ";
case SL::PRECISION_MEDIUMP: return "mediump ";
case SL::PRECISION_HIGHP: return "highp ";
case SL::PRECISION_DEFAULT: return "";
}
return "";
}
static String _opstr(SL::Operator p_op) {
return SL::get_operator_text(p_op);
}
static String _mkid(const String& p_id) {
return "m_"+p_id;
}
static String f2sp0(float p_float) {
if (int(p_float)==p_float)
return itos(p_float)+".0";
else
return rtoss(p_float);
}
static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value>& p_values) {
switch(p_type) {
case SL::TYPE_BOOL: return p_values[0].boolean?"true":"false";
case SL::TYPE_BVEC2:
case SL::TYPE_BVEC3:
case SL::TYPE_BVEC4: {
String text="bvec"+itos(p_type-SL::TYPE_BOOL+1)+"(";
for(int i=0;i<p_values.size();i++) {
if (i>0)
text+=",";
text+=p_values[i].boolean?"true":"false";
}
text+=")";
return text;
}
case SL::TYPE_INT: return itos(p_values[0].sint);
case SL::TYPE_IVEC2:
case SL::TYPE_IVEC3:
case SL::TYPE_IVEC4: {
String text="ivec"+itos(p_type-SL::TYPE_INT+1)+"(";
for(int i=0;i<p_values.size();i++) {
if (i>0)
text+=",";
text+=itos(p_values[i].sint);
}
text+=")";
return text;
} break;
case SL::TYPE_UINT: return itos(p_values[0].uint)+"u";
case SL::TYPE_UVEC2:
case SL::TYPE_UVEC3:
case SL::TYPE_UVEC4: {
String text="uvec"+itos(p_type-SL::TYPE_UINT+1)+"(";
for(int i=0;i<p_values.size();i++) {
if (i>0)
text+=",";
text+=itos(p_values[i].uint)+"u";
}
text+=")";
return text;
} break;
case SL::TYPE_FLOAT: return f2sp0(p_values[0].real)+"f";
case SL::TYPE_VEC2:
case SL::TYPE_VEC3:
case SL::TYPE_VEC4: {
String text="vec"+itos(p_type-SL::TYPE_FLOAT+1)+"(";
for(int i=0;i<p_values.size();i++) {
if (i>0)
text+=",";
text+=f2sp0(p_values[i].real);
}
text+=")";
return text;
} break;
default: ERR_FAIL_V(String());
}
}
void ShaderCompilerGLES3::_dump_function_deps(SL::ShaderNode* p_node, const StringName& p_for_func, const Map<StringName,String>& p_func_code, String& r_to_add, Set<StringName> &added) {
int fidx=-1;
for(int i=0;i<p_node->functions.size();i++) {
if (p_node->functions[i].name==p_for_func) {
fidx=i;
break;
}
}
ERR_FAIL_COND(fidx==-1);
for (Set<StringName>::Element *E=p_node->functions[fidx].uses_function.front();E;E=E->next()) {
if (added.has(E->get())) {
continue; //was added already
}
_dump_function_deps(p_node,E->get(),p_func_code,r_to_add,added);
SL::FunctionNode *fnode=NULL;
for(int i=0;i<p_node->functions.size();i++) {
if (p_node->functions[i].name==E->get()) {
fnode=p_node->functions[i].function;
break;
}
}
ERR_FAIL_COND(!fnode);
r_to_add+="\n";
String header;
header=_typestr(fnode->return_type)+" "+_mkid(fnode->name)+"(";
for(int i=0;i<fnode->arguments.size();i++) {
if (i>0)
header+=", ";
header+=_prestr(fnode->arguments[i].precision)+_typestr(fnode->arguments[i].type)+" "+_mkid(fnode->arguments[i].name);
}
header+=")\n";
r_to_add+=header;
r_to_add+=p_func_code[E->get()];
added.insert(E->get());
}
}
String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, GeneratedCode& r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions) {
String code;
switch(p_node->type) {
case SL::Node::TYPE_SHADER: {
SL::ShaderNode *pnode=(SL::ShaderNode*)p_node;
for(int i=0;i<pnode->render_modes.size();i++) {
if (p_default_actions.render_mode_defines.has(pnode->render_modes[i]) && !used_rmode_defines.has(pnode->render_modes[i])) {
r_gen_code.defines.push_back(p_default_actions.render_mode_defines[pnode->render_modes[i]].utf8());
used_rmode_defines.insert(pnode->render_modes[i]);
}
if (p_actions.render_mode_flags.has(pnode->render_modes[i])) {
*p_actions.render_mode_flags[pnode->render_modes[i]]=true;
}
if (p_actions.render_mode_values.has(pnode->render_modes[i])) {
Pair<int*,int> &p = p_actions.render_mode_values[pnode->render_modes[i]];
*p.first=p.second;
}
}
int max_texture_uniforms=0;
int max_uniforms=0;
for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
if (SL::is_sampler_type(E->get().type))
max_texture_uniforms++;
else
max_uniforms++;
}
r_gen_code.texture_uniforms.resize(max_texture_uniforms);
r_gen_code.texture_hints.resize(max_texture_uniforms);
Vector<int> uniform_sizes;
Vector<int> uniform_alignments;
Vector<StringName> uniform_defines;
uniform_sizes.resize(max_uniforms);
uniform_alignments.resize(max_uniforms);
uniform_defines.resize(max_uniforms);
for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
String ucode;
if (SL::is_sampler_type(E->get().type)) {
ucode="uniform ";
}
ucode+=_prestr(E->get().precission);
ucode+=_typestr(E->get().type);
ucode+=" "+_mkid(E->key());
ucode+=";\n";
if (SL::is_sampler_type(E->get().type)) {
r_gen_code.vertex_global+=ucode;
r_gen_code.fragment_global+=ucode;
r_gen_code.texture_uniforms[E->get().texture_order]=_mkid(E->key());
r_gen_code.texture_hints[E->get().texture_order]=E->get().hint;
} else {
if (r_gen_code.uniforms.empty()) {
r_gen_code.defines.push_back(String("#define USE_MATERIAL\n").ascii());
}
uniform_defines[E->get().order]=ucode;
uniform_sizes[E->get().order]=_get_datatype_size(E->get().type);
uniform_alignments[E->get().order]=MIN(16,_get_datatype_size(E->get().type));
}
p_actions.uniforms->insert(E->key(),E->get());
}
for(int i=0;i<max_uniforms;i++) {
r_gen_code.uniforms+=uniform_defines[i];
}
// add up
for(int i=0;i<uniform_sizes.size();i++) {
if (i>0) {
int align = uniform_sizes[i-1] % uniform_alignments[i];
if (align!=0) {
uniform_sizes[i-1]+=uniform_alignments[i]-align;
}
uniform_sizes[i]=uniform_sizes[i]+uniform_sizes[i-1];
}
}
//offset
r_gen_code.uniform_offsets.resize(uniform_sizes.size());
for(int i=0;i<uniform_sizes.size();i++) {
if (i>0)
r_gen_code.uniform_offsets[i]=uniform_sizes[i-1];
else
r_gen_code.uniform_offsets[i]=0;
}
/*
for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
if (SL::is_sampler_type(E->get().type)) {
continue;
}
print_line("u - "+String(E->key())+" offset: "+itos(r_gen_code.uniform_offsets[E->get().order]));
}
*/
if (uniform_sizes.size()) {
r_gen_code.uniform_total_size=uniform_sizes[ uniform_sizes.size() -1 ];
} else {
r_gen_code.uniform_total_size=0;
}
for(Map<StringName,SL::ShaderNode::Varying>::Element *E=pnode->varyings.front();E;E=E->next()) {
String vcode;
vcode+=_prestr(E->get().precission);
vcode+=_typestr(E->get().type);
vcode+=" "+String(E->key());
vcode+=";\n";
r_gen_code.vertex_global+="out "+vcode;
r_gen_code.fragment_global+="in "+vcode;
}
Map<StringName,String> function_code;
//code for functions
for(int i=0;i<pnode->functions.size();i++) {
SL::FunctionNode *fnode=pnode->functions[i].function;
function_code[fnode->name]=_dump_node_code(fnode->body,p_level+1,r_gen_code,p_actions,p_default_actions);
}
//place functions in actual code
Set<StringName> added_vtx;
Set<StringName> added_fragment; //share for light
for(int i=0;i<pnode->functions.size();i++) {
SL::FunctionNode *fnode=pnode->functions[i].function;
current_func_name=fnode->name;
if (fnode->name=="vertex") {
_dump_function_deps(pnode,fnode->name,function_code,r_gen_code.vertex_global,added_vtx);
r_gen_code.vertex=function_code["vertex"];
}
if (fnode->name=="fragment") {
_dump_function_deps(pnode,fnode->name,function_code,r_gen_code.fragment_global,added_fragment);
r_gen_code.fragment=function_code["fragment"];
}
if (fnode->name=="light") {
_dump_function_deps(pnode,fnode->name,function_code,r_gen_code.fragment_global,added_fragment);
r_gen_code.light=function_code["light"];
}
}
//code+=dump_node_code(pnode->body,p_level);
} break;
case SL::Node::TYPE_FUNCTION: {
} break;
case SL::Node::TYPE_BLOCK: {
SL::BlockNode *bnode=(SL::BlockNode*)p_node;
//variables
code+=_mktab(p_level-1)+"{\n";
for(Map<StringName,SL::BlockNode::Variable>::Element *E=bnode->variables.front();E;E=E->next()) {
code+=_mktab(p_level)+_prestr(E->get().precision)+_typestr(E->get().type)+" "+_mkid(E->key())+";\n";
}
for(int i=0;i<bnode->statements.size();i++) {
String scode = _dump_node_code(bnode->statements[i],p_level,r_gen_code,p_actions,p_default_actions);
if (bnode->statements[i]->type==SL::Node::TYPE_CONTROL_FLOW || bnode->statements[i]->type==SL::Node::TYPE_CONTROL_FLOW) {
code+=scode; //use directly
} else {
code+=_mktab(p_level)+scode+";\n";
}
}
code+=_mktab(p_level-1)+"}\n";
} break;
case SL::Node::TYPE_VARIABLE: {
SL::VariableNode *vnode=(SL::VariableNode*)p_node;
if (p_default_actions.usage_defines.has(vnode->name) && !used_name_defines.has(vnode->name)) {
String define = p_default_actions.usage_defines[vnode->name];
if (define.begins_with("@")) {
define = p_default_actions.usage_defines[define.substr(1,define.length())];
}
r_gen_code.defines.push_back(define.utf8());
used_name_defines.insert(vnode->name);
}
if (p_actions.usage_flag_pointers.has(vnode->name) && !used_name_defines.has(vnode->name)) {
*p_actions.usage_flag_pointers[vnode->name]=true;
used_name_defines.insert(vnode->name);
}
if (p_default_actions.renames.has(vnode->name))
code=p_default_actions.renames[vnode->name];
else
code=_mkid(vnode->name);
if (vnode->name==time_name) {
if (current_func_name==vertex_name) {
r_gen_code.uses_vertex_time=true;
}
if (current_func_name==fragment_name) {
r_gen_code.uses_fragment_time=true;
}
}
} break;
case SL::Node::TYPE_CONSTANT: {
SL::ConstantNode *cnode=(SL::ConstantNode*)p_node;
return get_constant_text(cnode->datatype,cnode->values);
} break;
case SL::Node::TYPE_OPERATOR: {
SL::OperatorNode *onode=(SL::OperatorNode*)p_node;
switch(onode->op) {
case SL::OP_ASSIGN:
case SL::OP_ASSIGN_ADD:
case SL::OP_ASSIGN_SUB:
case SL::OP_ASSIGN_MUL:
case SL::OP_ASSIGN_DIV:
case SL::OP_ASSIGN_SHIFT_LEFT:
case SL::OP_ASSIGN_SHIFT_RIGHT:
case SL::OP_ASSIGN_MOD:
case SL::OP_ASSIGN_BIT_AND:
case SL::OP_ASSIGN_BIT_OR:
case SL::OP_ASSIGN_BIT_XOR:
code=_dump_node_code(onode->arguments[0],p_level,r_gen_code,p_actions,p_default_actions)+_opstr(onode->op)+_dump_node_code(onode->arguments[1],p_level,r_gen_code,p_actions,p_default_actions);
break;
case SL::OP_BIT_INVERT:
case SL::OP_NEGATE:
case SL::OP_NOT:
case SL::OP_DECREMENT:
case SL::OP_INCREMENT:
code=_opstr(onode->op)+_dump_node_code(onode->arguments[0],p_level,r_gen_code,p_actions,p_default_actions);
break;
case SL::OP_POST_DECREMENT:
case SL::OP_POST_INCREMENT:
code=_dump_node_code(onode->arguments[0],p_level,r_gen_code,p_actions,p_default_actions)+_opstr(onode->op);
break;
case SL::OP_CALL:
case SL::OP_CONSTRUCT: {
ERR_FAIL_COND_V(onode->arguments[0]->type!=SL::Node::TYPE_VARIABLE,String());
SL::VariableNode *vnode=(SL::VariableNode*)onode->arguments[0];
if (onode->op==SL::OP_CONSTRUCT) {
code+=String(vnode->name);
} else {
if (internal_functions.has(vnode->name)) {
code+=vnode->name;
} else if (p_default_actions.renames.has(vnode->name)) {
code+=p_default_actions.renames[vnode->name];
} else {
code+=_mkid(vnode->name);
}
}
code+="(";
for(int i=1;i<onode->arguments.size();i++) {
if (i>1)
code+=", ";
code+=_dump_node_code(onode->arguments[i],p_level,r_gen_code,p_actions,p_default_actions);
}
code+=")";
} break;
default: {
code="("+_dump_node_code(onode->arguments[0],p_level,r_gen_code,p_actions,p_default_actions)+_opstr(onode->op)+_dump_node_code(onode->arguments[1],p_level,r_gen_code,p_actions,p_default_actions)+")";
break;
}
}
} break;
case SL::Node::TYPE_CONTROL_FLOW: {
SL::ControlFlowNode *cfnode=(SL::ControlFlowNode*)p_node;
if (cfnode->flow_op==SL::FLOW_OP_IF) {
code+=_mktab(p_level)+"if ("+_dump_node_code(cfnode->expressions[0],p_level,r_gen_code,p_actions,p_default_actions)+")\n";
code+=_dump_node_code(cfnode->blocks[0],p_level+1,r_gen_code,p_actions,p_default_actions);
if (cfnode->blocks.size()==2) {
code+=_mktab(p_level)+"else\n";
code+=_dump_node_code(cfnode->blocks[1],p_level+1,r_gen_code,p_actions,p_default_actions);
}
} else if (cfnode->flow_op==SL::FLOW_OP_RETURN) {
if (cfnode->blocks.size()) {
code="return "+_dump_node_code(cfnode->blocks[0],p_level,r_gen_code,p_actions,p_default_actions);
} else {
code="return";
}
}
} break;
case SL::Node::TYPE_MEMBER: {
SL::MemberNode *mnode=(SL::MemberNode*)p_node;
code=_dump_node_code(mnode->owner,p_level,r_gen_code,p_actions,p_default_actions)+"."+mnode->name;
} break;
}
return code;
}
Error ShaderCompilerGLES3::compile(VS::ShaderMode p_mode, const String& p_code, IdentifierActions* p_actions, const String &p_path,GeneratedCode& r_gen_code) {
Error err = parser.compile(p_code,ShaderTypes::get_singleton()->get_functions(p_mode),ShaderTypes::get_singleton()->get_modes(p_mode));
if (err!=OK) {
#if 1
Vector<String> shader = p_code.split("\n");
for(int i=0;i<shader.size();i++) {
print_line(itos(i)+" "+shader[i]);
}
#endif
_err_print_error(NULL,p_path.utf8().get_data(),parser.get_error_line(),parser.get_error_text().utf8().get_data(),ERR_HANDLER_SHADER);
return err;
}
r_gen_code.defines.clear();
r_gen_code.vertex=String();
r_gen_code.vertex_global=String();
r_gen_code.fragment=String();
r_gen_code.fragment_global=String();
r_gen_code.light=String();
r_gen_code.uses_fragment_time=false;
r_gen_code.uses_vertex_time=false;
used_name_defines.clear();
used_rmode_defines.clear();
_dump_node_code(parser.get_shader(),1,r_gen_code,*p_actions,actions[p_mode]);
return OK;
}
ShaderCompilerGLES3::ShaderCompilerGLES3() {
/** CANVAS ITEM SHADER **/
actions[VS::SHADER_CANVAS_ITEM].renames["SRC_VERTEX"]="vertex";
actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"]="outvec.xy";
actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX_COLOR"]="vertex_color";
actions[VS::SHADER_CANVAS_ITEM].renames["UV"]="uv_interp";
actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"]="gl_PointSize";
actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"]="modelview_matrix";
actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"]="projection_matrix";
actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"]=="extra_matrix";
actions[VS::SHADER_CANVAS_ITEM].renames["TIME"]="time";
actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"]="color";
actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"]="normal";
actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"]="normal_map";
actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"]="normal_depth";
actions[VS::SHADER_CANVAS_ITEM].renames["UV"]="uv_interp";
actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"]="color";
actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"]="color_texture";
actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"]="color_texpixel_size";
actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"]="screen_uv";
actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"]="screen_texture";
actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"]="gl_PointCoord";
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"]="light_vec";
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"]="light_height";
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"]="light_color";
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"]="light_uv";
//actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_SHADOW_COLOR"]="light_shadow_color";
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"]="light";
actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"]="shadow_color";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"]="#define COLOR_USED\n";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"]="#define SCREEN_TEXTURE_USED\n";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"]="#define SCREEN_UV_USED\n";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"]="#define NORMAL_USED\n";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"]="#define NORMALMAP_USED\n";
actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_COLOR"]="#define SHADOW_COLOR_USED\n";
actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_transform"]="#define SKIP_TRANSFORM_USED\n";
/** SPATIAL SHADER **/
actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"]="world_transform";
actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"]="camera_inverse_matrix";
actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"]="projection_matrix";
actions[VS::SHADER_SPATIAL].renames["VERTEX"]="vertex.xyz";
actions[VS::SHADER_SPATIAL].renames["NORMAL"]="normal";
actions[VS::SHADER_SPATIAL].renames["TANGENT"]="tangent";
actions[VS::SHADER_SPATIAL].renames["BINORMAL"]="binormal";
actions[VS::SHADER_SPATIAL].renames["UV"]="uv_interp";
actions[VS::SHADER_SPATIAL].renames["UV2"]="uv2_interp";
actions[VS::SHADER_SPATIAL].renames["COLOR"]="color_interp";
actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"]="gl_PointSize";
//actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"]=ShaderLanguage::TYPE_INT;
//builtins
actions[VS::SHADER_SPATIAL].renames["TIME"]="time";
//actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"]=ShaderLanguage::TYPE_VEC2;
actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"]="gl_FragCoord";
actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"]="gl_FrotFacing";
actions[VS::SHADER_SPATIAL].renames["NORMALMAP"]="normalmap";
actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"]="normaldepth";
actions[VS::SHADER_SPATIAL].renames["ALBEDO"]="albedo";
actions[VS::SHADER_SPATIAL].renames["ALPHA"]="alpha";
actions[VS::SHADER_SPATIAL].renames["SPECULAR"]="specular";
actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"]="roughness";
actions[VS::SHADER_SPATIAL].renames["RIM"]="rim";
actions[VS::SHADER_SPATIAL].renames["RIM_TINT"]="rim_tint";
actions[VS::SHADER_SPATIAL].renames["CLEARCOAT"]="clearcoat";
actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"]="clearcoat_gloss";
actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"]="anisotropy";
actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"]="anisotropy_flow";
actions[VS::SHADER_SPATIAL].renames["AO"]="ao";
actions[VS::SHADER_SPATIAL].renames["EMISSION"]="emission";
actions[VS::SHADER_SPATIAL].renames["DISCARD"]="_discard";
// actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
actions[VS::SHADER_SPATIAL].renames["POINT_COORD"]="gl_PointCoord";
actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"]="#define ENABLE_TANGENT_INTERP\n";
actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"]="@TANGENT";
actions[VS::SHADER_SPATIAL].usage_defines["RIM"]="#define LIGHT_USE_RIM\n";
actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"]="@RIM";
actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"]="#define LIGHT_USE_CLEARCOAT\n";
actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"]="@CLEARCOAT";
actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"]="#define LIGHT_USE_ANISOTROPY\n";
actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"]="@ANISOTROPY";
actions[VS::SHADER_SPATIAL].usage_defines["AO"]="#define ENABLE_AO\n";
actions[VS::SHADER_SPATIAL].usage_defines["UV"]="#define ENABLE_UV_INTERP\n";
actions[VS::SHADER_SPATIAL].usage_defines["UV2"]="#define ENABLE_UV2_INTERP\n";
actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"]="#define ENABLE_NORMALMAP\n";
actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"]="@NORMALMAP";
actions[VS::SHADER_SPATIAL].usage_defines["COLOR"]="#define ENABLE_COLOR_INTERP\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["skip_transform"]="#define SKIP_TRANSFORM_USED\n";
vertex_name="vertex";
fragment_name="fragment";
time_name="TIME";
List<String> func_list;
ShaderLanguage::get_builtin_funcs(&func_list);
for (List<String>::Element *E=func_list.front();E;E=E->next()) {
internal_functions.insert(E->get());
}
}