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Custom material support seems complete.
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92
servers/visual/rasterizer_rd/shader_compiler_rd.h
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92
servers/visual/rasterizer_rd/shader_compiler_rd.h
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#ifndef SHADER_COMPILER_RD_H
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#define SHADER_COMPILER_RD_H
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#include "core/pair.h"
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#include "servers/visual/shader_language.h"
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#include "servers/visual/shader_types.h"
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#include "servers/visual_server.h"
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class ShaderCompilerRD {
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public:
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struct IdentifierActions {
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Map<StringName, Pair<int *, int> > render_mode_values;
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Map<StringName, bool *> render_mode_flags;
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Map<StringName, bool *> usage_flag_pointers;
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Map<StringName, bool *> write_flag_pointers;
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Map<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms;
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};
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struct GeneratedCode {
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Vector<String> defines;
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struct Texture {
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StringName name;
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ShaderLanguage::DataType type;
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ShaderLanguage::ShaderNode::Uniform::Hint hint;
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ShaderLanguage::TextureFilter filter;
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ShaderLanguage::TextureRepeat repeat;
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};
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Vector<Texture> texture_uniforms;
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Vector<uint32_t> uniform_offsets;
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uint32_t uniform_total_size;
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String uniforms;
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String vertex_global;
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String vertex;
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String fragment_global;
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String fragment;
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String light;
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bool uses_fragment_time;
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bool uses_vertex_time;
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};
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struct DefaultIdentifierActions {
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Map<StringName, String> renames;
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Map<StringName, String> render_mode_defines;
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Map<StringName, String> usage_defines;
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Map<StringName, String> custom_samplers;
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ShaderLanguage::TextureFilter default_filter;
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ShaderLanguage::TextureRepeat default_repeat;
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String sampler_array_name;
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int base_texture_binding_index;
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int texture_layout_set;
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String base_uniform_string;
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};
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private:
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ShaderLanguage parser;
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String _get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat);
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void _dump_function_deps(const ShaderLanguage::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, String &r_to_add, Set<StringName> &added);
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String _dump_node_code(const ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning);
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const ShaderLanguage::ShaderNode *shader;
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const ShaderLanguage::FunctionNode *function;
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StringName current_func_name;
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StringName vertex_name;
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StringName fragment_name;
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StringName light_name;
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StringName time_name;
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Set<StringName> texture_functions;
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Set<StringName> used_name_defines;
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Set<StringName> used_flag_pointers;
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Set<StringName> used_rmode_defines;
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Set<StringName> internal_functions;
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DefaultIdentifierActions actions;
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public:
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Error compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code);
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void initialize(DefaultIdentifierActions p_actions);
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ShaderCompilerRD();
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};
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#endif // SHADERCOMPILERRD_H
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