c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
944 lines
35 KiB
C++
944 lines
35 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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/* */
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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: code=_mknum(cnode->value); break; //force zeros, so GLSL doesn't confuse with integer.
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case SL::TYPE_VEC2: { Vector2 v = cnode->value; code="vec2("+_mknum(v.x)+", "+_mknum(v.y)+")"; } break;
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case SL::TYPE_VEC3: { Vector3 v = cnode->value; code="vec3("+_mknum(v.x)+", "+_mknum(v.y)+", "+_mknum(v.z)+")"; } break;
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case SL::TYPE_VEC4: { Plane v = cnode->value; code="vec4("+_mknum(v.normal.x)+", "+_mknum(v.normal.y)+", "+_mknum(v.normal.z)+", "+_mknum(v.d)+")"; } break;
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case SL::TYPE_MAT2: { Matrix32 x = cnode->value; code="mat2( vec2("+_mknum(x[0][0])+", "+_mknum(x[0][1])+"), vec2("+_mknum(x[1][0])+", "+_mknum(x[1][1])+"))"; } break;
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case SL::TYPE_MAT3: { Matrix3 x = cnode->value; 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)+"))"; } break;
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case SL::TYPE_MAT4: { Transform x = cnode->value; 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))"; } 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++) {
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if (i>1)
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code+=", ";
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//transform
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code+="vec4( "+dump_node_code(onode->arguments[i],p_level)+(i==4?",1.0)":",0.0)");
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}
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} else*/ if (callfunc=="tex") {
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|
|
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";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["EMISSION"]="emission";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SHADE_PARAM"]="shade_param";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SPEC_EXP"]="specular_exp";
|
|
mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["GLOW"]="glow";
|
|
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";
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|
vname_screen_uv="SCREEN_UV";
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vname_diffuse_alpha="DIFFUSE_ALPHA";
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vname_color_interp="COLOR";
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vname_uv_interp="UV";
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vname_uv2_interp="UV2";
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vname_tangent_interp="TANGENT";
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|
vname_binormal_interp="BINORMAL";
|
|
vname_var1_interp="VAR1";
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|
vname_var2_interp="VAR2";
|
|
vname_vertex="VERTEX";
|
|
vname_position = "POSITION";
|
|
vname_light="LIGHT";
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|
vname_time="TIME";
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|
vname_normalmap="NORMALMAP";
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|
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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|
}
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