d8223ffa75
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!
(cherry picked from commit c7bc44d5ad
)
444 lines
14 KiB
C++
444 lines
14 KiB
C++
/*************************************************************************/
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/* shader_graph.h */
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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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#ifndef SHADER_GRAPH_H
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#define SHADER_GRAPH_H
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#include "map.h"
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#include "scene/resources/shader.h"
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class ShaderGraph : public Shader {
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OBJ_TYPE( ShaderGraph, Shader );
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RES_BASE_EXTENSION("sgp");
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public:
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enum NodeType {
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NODE_INPUT, // all inputs (shader type dependent)
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NODE_SCALAR_CONST, //scalar constant
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NODE_VEC_CONST, //vec3 constant
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NODE_RGB_CONST, //rgb constant (shows a color picker instead)
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NODE_XFORM_CONST, // 4x4 matrix constant
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NODE_TIME, // time in seconds
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NODE_SCREEN_TEX, // screen texture sampler (takes UV) (only usable in fragment shader)
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NODE_SCALAR_OP, // scalar vs scalar op (mul, add, div, etc)
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NODE_VEC_OP, // vec3 vs vec3 op (mul,ad,div,crossprod,etc)
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NODE_VEC_SCALAR_OP, // vec3 vs scalar op (mul, add, div, etc)
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NODE_RGB_OP, // vec3 vs vec3 rgb op (with scalar amount), like brighten, darken, burn, dodge, multiply, etc.
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NODE_XFORM_MULT, // mat4 x mat4
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NODE_XFORM_VEC_MULT, // mat4 x vec3 mult (with no-translation option)
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NODE_XFORM_VEC_INV_MULT, // mat4 x vec3 inverse mult (with no-translation option)
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NODE_SCALAR_FUNC, // scalar function (sin, cos, etc)
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NODE_VEC_FUNC, // vector function (normalize, negate, reciprocal, rgb2hsv, hsv2rgb, etc, etc)
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NODE_VEC_LEN, // vec3 length
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NODE_DOT_PROD, // vec3 . vec3 (dot product -> scalar output)
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NODE_VEC_TO_SCALAR, // 1 vec3 input, 3 scalar outputs
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NODE_SCALAR_TO_VEC, // 3 scalar input, 1 vec3 output
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NODE_XFORM_TO_VEC, // 3 vec input, 1 xform output
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NODE_VEC_TO_XFORM, // 3 vec input, 1 xform output
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NODE_SCALAR_INTERP, // scalar interpolation (with optional curve)
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NODE_VEC_INTERP, // vec3 interpolation (with optional curve)
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NODE_COLOR_RAMP, //take scalar, output vec3
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NODE_CURVE_MAP, //take scalar, otput scalar
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NODE_SCALAR_INPUT, // scalar uniform (assignable in material)
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NODE_VEC_INPUT, // vec3 uniform (assignable in material)
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NODE_RGB_INPUT, // color uniform (assignable in material)
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NODE_XFORM_INPUT, // mat4 uniform (assignable in material)
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NODE_TEXTURE_INPUT, // texture input (assignable in material)
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NODE_CUBEMAP_INPUT, // cubemap input (assignable in material)
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NODE_DEFAULT_TEXTURE,
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NODE_OUTPUT, // output (shader type dependent)
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NODE_COMMENT, // comment
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NODE_TYPE_MAX
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};
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struct Connection {
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int src_id;
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int src_slot;
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int dst_id;
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int dst_slot;
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};
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enum SlotType {
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SLOT_TYPE_SCALAR,
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SLOT_TYPE_VEC,
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SLOT_TYPE_XFORM,
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SLOT_TYPE_TEXTURE,
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SLOT_MAX
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};
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enum ShaderType {
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SHADER_TYPE_VERTEX,
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SHADER_TYPE_FRAGMENT,
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SHADER_TYPE_LIGHT,
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SHADER_TYPE_MAX
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};
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enum SlotDir {
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SLOT_IN,
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SLOT_OUT
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};
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enum GraphError {
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GRAPH_OK,
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GRAPH_ERROR_CYCLIC,
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GRAPH_ERROR_MISSING_CONNECTIONS
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};
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private:
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String _find_unique_name(const String& p_base);
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enum {SLOT_DEFAULT_VALUE = 0x7FFFFFFF};
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struct SourceSlot {
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int id;
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int slot;
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bool operator==(const SourceSlot& p_slot) const {
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return id==p_slot.id && slot==p_slot.slot;
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}
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};
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struct Node {
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Vector2 pos;
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NodeType type;
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Variant param1;
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Variant param2;
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Map<int, Variant> defaults;
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int id;
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mutable int order; // used for sorting
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int sort_order;
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Map<int,SourceSlot> connections;
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};
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struct ShaderData {
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Map<int,Node> node_map;
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GraphError error;
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} shader[3];
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struct InOutParamInfo {
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Mode shader_mode;
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ShaderType shader_type;
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const char *name;
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const char *variable;
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const char *postfix;
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SlotType slot_type;
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SlotDir dir;
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};
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static const InOutParamInfo inout_param_info[];
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struct NodeSlotInfo {
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enum { MAX_INS=3, MAX_OUTS=3 };
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NodeType type;
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const SlotType ins[MAX_INS];
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const SlotType outs[MAX_OUTS];
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};
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static const NodeSlotInfo node_slot_info[];
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bool _pending_update_shader;
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void _update_shader();
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void _request_update();
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void _plot_curve(const Vector2& p_a,const Vector2& p_b,const Vector2& p_c,const Vector2& p_d,uint8_t* p_heights,bool *p_useds);
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void _add_node_code(ShaderType p_type,Node *p_node,const Vector<String>& p_inputs,String& code);
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Array _get_node_list(ShaderType p_type) const;
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Array _get_connections(ShaderType p_type) const;
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void _set_data(const Dictionary& p_data);
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Dictionary _get_data() const;
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protected:
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static void _bind_methods();
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public:
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void node_add(ShaderType p_type, NodeType p_node_type, int p_id);
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void node_remove(ShaderType p_which,int p_id);
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void node_set_pos(ShaderType p_which,int p_id,const Point2& p_pos);
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Point2 node_get_pos(ShaderType p_which,int p_id) const;
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void get_node_list(ShaderType p_which,List<int> *p_node_list) const;
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NodeType node_get_type(ShaderType p_which,int p_id) const;
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void scalar_const_node_set_value(ShaderType p_which,int p_id,float p_value);
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float scalar_const_node_get_value(ShaderType p_which,int p_id) const;
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void vec_const_node_set_value(ShaderType p_which,int p_id,const Vector3& p_value);
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Vector3 vec_const_node_get_value(ShaderType p_which,int p_id) const;
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void rgb_const_node_set_value(ShaderType p_which,int p_id,const Color& p_value);
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Color rgb_const_node_get_value(ShaderType p_which,int p_id) const;
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void xform_const_node_set_value(ShaderType p_which,int p_id,const Transform& p_value);
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Transform xform_const_node_get_value(ShaderType p_which,int p_id) const;
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void texture_node_set_filter_size(ShaderType p_which,int p_id,int p_size);
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int texture_node_get_filter_size(ShaderType p_which,int p_id) const;
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void texture_node_set_filter_strength(ShaderType p_which,float p_id,float p_strength);
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float texture_node_get_filter_strength(ShaderType p_which,float p_id) const;
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void duplicate_nodes(ShaderType p_which, List<int> &p_nodes);
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List<int> generate_ids(ShaderType p_type, int count);
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enum ScalarOp {
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SCALAR_OP_ADD,
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SCALAR_OP_SUB,
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SCALAR_OP_MUL,
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SCALAR_OP_DIV,
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SCALAR_OP_MOD,
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SCALAR_OP_POW,
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SCALAR_OP_MAX,
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SCALAR_OP_MIN,
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SCALAR_OP_ATAN2,
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SCALAR_MAX_OP
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};
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void scalar_op_node_set_op(ShaderType p_which,float p_id,ScalarOp p_op);
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ScalarOp scalar_op_node_get_op(ShaderType p_which,float p_id) const;
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enum VecOp {
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VEC_OP_ADD,
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VEC_OP_SUB,
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VEC_OP_MUL,
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VEC_OP_DIV,
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VEC_OP_MOD,
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VEC_OP_POW,
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VEC_OP_MAX,
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VEC_OP_MIN,
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VEC_OP_CROSS,
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VEC_MAX_OP
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};
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void vec_op_node_set_op(ShaderType p_which,float p_id,VecOp p_op);
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VecOp vec_op_node_get_op(ShaderType p_which,float p_id) const;
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enum VecScalarOp {
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VEC_SCALAR_OP_MUL,
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VEC_SCALAR_OP_DIV,
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VEC_SCALAR_OP_POW,
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VEC_SCALAR_MAX_OP
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};
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void vec_scalar_op_node_set_op(ShaderType p_which,float p_id,VecScalarOp p_op);
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VecScalarOp vec_scalar_op_node_get_op(ShaderType p_which,float p_id) const;
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enum RGBOp {
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RGB_OP_SCREEN,
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RGB_OP_DIFFERENCE,
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RGB_OP_DARKEN,
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RGB_OP_LIGHTEN,
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RGB_OP_OVERLAY,
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RGB_OP_DODGE,
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RGB_OP_BURN,
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RGB_OP_SOFT_LIGHT,
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RGB_OP_HARD_LIGHT,
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RGB_MAX_OP
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};
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void rgb_op_node_set_op(ShaderType p_which,float p_id,RGBOp p_op);
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RGBOp rgb_op_node_get_op(ShaderType p_which,float p_id) const;
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void xform_vec_mult_node_set_no_translation(ShaderType p_which,int p_id,bool p_no_translation);
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bool xform_vec_mult_node_get_no_translation(ShaderType p_which,int p_id) const;
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enum ScalarFunc {
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SCALAR_FUNC_SIN,
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SCALAR_FUNC_COS,
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SCALAR_FUNC_TAN,
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SCALAR_FUNC_ASIN,
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SCALAR_FUNC_ACOS,
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SCALAR_FUNC_ATAN,
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SCALAR_FUNC_SINH,
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SCALAR_FUNC_COSH,
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SCALAR_FUNC_TANH,
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SCALAR_FUNC_LOG,
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SCALAR_FUNC_EXP,
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SCALAR_FUNC_SQRT,
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SCALAR_FUNC_ABS,
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SCALAR_FUNC_SIGN,
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SCALAR_FUNC_FLOOR,
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SCALAR_FUNC_ROUND,
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SCALAR_FUNC_CEIL,
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SCALAR_FUNC_FRAC,
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SCALAR_FUNC_SATURATE,
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SCALAR_FUNC_NEGATE,
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SCALAR_MAX_FUNC
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};
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void scalar_func_node_set_function(ShaderType p_which,int p_id,ScalarFunc p_func);
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ScalarFunc scalar_func_node_get_function(ShaderType p_which,int p_id) const;
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enum VecFunc {
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VEC_FUNC_NORMALIZE,
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VEC_FUNC_SATURATE,
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VEC_FUNC_NEGATE,
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VEC_FUNC_RECIPROCAL,
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VEC_FUNC_RGB2HSV,
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VEC_FUNC_HSV2RGB,
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VEC_MAX_FUNC
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};
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void default_set_value(ShaderType p_which,int p_id,int p_param, const Variant& p_value);
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Variant default_get_value(ShaderType p_which,int p_id,int p_param);
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void vec_func_node_set_function(ShaderType p_which,int p_id,VecFunc p_func);
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VecFunc vec_func_node_get_function(ShaderType p_which,int p_id) const;
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void color_ramp_node_set_ramp(ShaderType p_which,int p_id,const DVector<Color>& p_colors, const DVector<real_t>& p_offsets);
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DVector<Color> color_ramp_node_get_colors(ShaderType p_which,int p_id) const;
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DVector<real_t> color_ramp_node_get_offsets(ShaderType p_which,int p_id) const;
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void curve_map_node_set_points(ShaderType p_which, int p_id, const DVector<Vector2>& p_points);
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DVector<Vector2> curve_map_node_get_points(ShaderType p_which,int p_id) const;
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void input_node_set_name(ShaderType p_which,int p_id,const String& p_name);
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String input_node_get_name(ShaderType p_which,int p_id);
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void scalar_input_node_set_value(ShaderType p_which,int p_id,float p_value);
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float scalar_input_node_get_value(ShaderType p_which,int p_id) const;
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void vec_input_node_set_value(ShaderType p_which,int p_id,const Vector3& p_value);
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Vector3 vec_input_node_get_value(ShaderType p_which,int p_id) const;
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void rgb_input_node_set_value(ShaderType p_which,int p_id,const Color& p_value);
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Color rgb_input_node_get_value(ShaderType p_which,int p_id) const;
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void xform_input_node_set_value(ShaderType p_which,int p_id,const Transform& p_value);
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Transform xform_input_node_get_value(ShaderType p_which,int p_id) const;
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void texture_input_node_set_value(ShaderType p_which,int p_id,const Ref<Texture>& p_texture);
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Ref<Texture> texture_input_node_get_value(ShaderType p_which,int p_id) const;
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void cubemap_input_node_set_value(ShaderType p_which,int p_id,const Ref<CubeMap>& p_cubemap);
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Ref<CubeMap> cubemap_input_node_get_value(ShaderType p_which,int p_id) const;
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void comment_node_set_text(ShaderType p_which,int p_id,const String& p_comment);
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String comment_node_get_text(ShaderType p_which,int p_id) const;
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Error connect_node(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
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bool is_node_connected(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const;
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void disconnect_node(ShaderType p_which,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
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void get_node_connections(ShaderType p_which,List<Connection> *p_connections) const;
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bool is_slot_connected(ShaderType p_which,int p_dst_id,int slot_id);
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void clear(ShaderType p_which);
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Variant node_get_state(ShaderType p_type, int p_node) const;
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void node_set_state(ShaderType p_type, int p_id, const Variant& p_state);
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GraphError get_graph_error(ShaderType p_type) const;
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int node_count(ShaderType p_which, int p_type);
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static int get_type_input_count(NodeType p_type);
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static int get_type_output_count(NodeType p_type);
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static SlotType get_type_input_type(NodeType p_type,int p_idx);
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static SlotType get_type_output_type(NodeType p_type,int p_idx);
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static bool is_type_valid(Mode p_mode,ShaderType p_type);
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struct SlotInfo {
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String name;
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SlotType type;
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SlotDir dir;
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};
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static void get_input_output_node_slot_info(Mode p_mode, ShaderType p_type, List<SlotInfo> *r_slots);
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static int get_node_input_slot_count(Mode p_mode, ShaderType p_shader_type,NodeType p_type);
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static int get_node_output_slot_count(Mode p_mode, ShaderType p_shader_type,NodeType p_type);
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static SlotType get_node_input_slot_type(Mode p_mode, ShaderType p_shader_type,NodeType p_type,int p_idx);
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static SlotType get_node_output_slot_type(Mode p_mode, ShaderType p_shader_type,NodeType p_type,int p_idx);
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ShaderGraph(Mode p_mode);
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~ShaderGraph();
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};
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//helper functions
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VARIANT_ENUM_CAST( ShaderGraph::NodeType );
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VARIANT_ENUM_CAST( ShaderGraph::ShaderType );
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VARIANT_ENUM_CAST( ShaderGraph::SlotType );
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VARIANT_ENUM_CAST( ShaderGraph::ScalarOp );
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VARIANT_ENUM_CAST( ShaderGraph::VecOp );
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VARIANT_ENUM_CAST( ShaderGraph::VecScalarOp );
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VARIANT_ENUM_CAST( ShaderGraph::RGBOp );
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VARIANT_ENUM_CAST( ShaderGraph::ScalarFunc );
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VARIANT_ENUM_CAST( ShaderGraph::VecFunc );
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VARIANT_ENUM_CAST( ShaderGraph::GraphError );
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class MaterialShaderGraph : public ShaderGraph {
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OBJ_TYPE( MaterialShaderGraph, ShaderGraph );
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public:
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MaterialShaderGraph() : ShaderGraph(MODE_MATERIAL) {
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}
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};
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class CanvasItemShaderGraph : public ShaderGraph {
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OBJ_TYPE( CanvasItemShaderGraph, ShaderGraph );
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public:
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CanvasItemShaderGraph() : ShaderGraph(MODE_CANVAS_ITEM) {
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}
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};
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#endif // SHADER_GRAPH_H
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