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2D Shaders are working again using the new syntax, though all is buggy in general
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@@ -370,6 +370,7 @@ public:
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struct Function {
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StringName name;
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FunctionNode*function;
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Set<StringName> uses_function;
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bool callable;
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};
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@@ -391,6 +392,7 @@ public:
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};
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int order;
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int texture_order;
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DataType type;
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DataPrecision precission;
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Vector<ConstantNode::Value> default_value;
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@@ -403,7 +405,7 @@ public:
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Map<StringName,Varying> varyings;
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Map<StringName,Uniform> uniforms;
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Set<StringName> render_modes;
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Vector<StringName> render_modes;
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Vector<Function> functions;
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@@ -461,8 +463,10 @@ public:
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static bool convert_constant(ConstantNode* p_constant, DataType p_to_type,ConstantNode::Value *p_value=NULL);
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static DataType get_scalar_type(DataType p_type);
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static bool is_scalar_type(DataType p_type);
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static bool is_sampler_type(DataType p_type);
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static void get_keyword_list(List<String> *r_keywords);
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static void get_builtin_funcs(List<String> *r_keywords);
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private:
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struct KeyWord { TokenType token; const char *text;};
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@@ -476,6 +480,8 @@ private:
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int char_idx;
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int tk_line;
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StringName current_function;
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struct TkPos {
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int char_idx;
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int tk_line;
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