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SCons: Modernize shader builders
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@@ -1,41 +1,32 @@
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/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */
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#pragma once
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#include "drivers/gles3/shader_gles3.h"
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class VertexFragmentShaderGLES3 : public ShaderGLES3 {
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public:
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enum ShaderVariant {
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MODE_NINEPATCH,
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};
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enum Specializations {
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DISABLE_LIGHTING=1,
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DISABLE_LIGHTING = 1,
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};
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_FORCE_INLINE_ bool version_bind_shader(RID p_version,ShaderVariant p_variant,uint64_t p_specialization=0) { return _version_bind_shader(p_version,p_variant,p_specialization); }
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_FORCE_INLINE_ bool version_bind_shader(RID p_version, ShaderVariant p_variant, uint64_t p_specialization = 0) {
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return _version_bind_shader(p_version, p_variant, p_specialization);
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}
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protected:
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virtual void _init() override {
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static const char **_uniform_strings=nullptr;
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static const char* _variant_defines[]={
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static const char **_uniform_strings = nullptr;
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static const char *_variant_defines[] = {
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"#define USE_NINEPATCH",
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};
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static TexUnitPair *_texunit_pairs=nullptr;
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static UBOPair *_ubo_pairs=nullptr;
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static Specialization _spec_pairs[]={
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{"DISABLE_LIGHTING",false},
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static TexUnitPair *_texunit_pairs = nullptr;
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static UBOPair *_ubo_pairs = nullptr;
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static Specialization _spec_pairs[] = {
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{ "DISABLE_LIGHTING", false },
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};
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static const Feedback* _feedbacks=nullptr;
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static const char _vertex_code[]={
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static const Feedback *_feedbacks = nullptr;
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static const char _vertex_code[] = {
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R"<!>(
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precision highp float;
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precision highp int;
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@@ -51,7 +42,7 @@ void main() {
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)<!>"
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};
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static const char _fragment_code[]={
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static const char _fragment_code[] = {
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R"<!>(
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precision highp float;
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precision highp int;
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@@ -65,7 +56,9 @@ void main() {
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)<!>"
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};
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_setup(_vertex_code,_fragment_code,"VertexFragmentShaderGLES3",0,_uniform_strings,0,_ubo_pairs,0,_feedbacks,0,_texunit_pairs,1,_spec_pairs,1,_variant_defines);
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_setup(_vertex_code, _fragment_code, "VertexFragmentShaderGLES3",
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0, _uniform_strings, 0, _ubo_pairs,
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0, _feedbacks, 0, _texunit_pairs,
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1, _spec_pairs, 1, _variant_defines);
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}
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};
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@@ -1,6 +1,3 @@
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/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */
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#pragma once
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static const char compute_shader_glsl[] = {
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R"<!>(#[compute]
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@@ -1,6 +1,3 @@
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/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */
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#pragma once
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static const char vertex_fragment_shader_glsl[] = {
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R"<!>(#[versions]
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@@ -1,14 +1,10 @@
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/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */
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#pragma once
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#include "servers/rendering/renderer_rd/shader_rd.h"
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class ComputeShaderRD : public ShaderRD {
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public:
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ComputeShaderRD() {
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static const char *_vertex_code = nullptr;
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static const char *_fragment_code = nullptr;
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static const char _compute_code[] = {
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R"<!>(
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#version 450
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@@ -24,6 +20,6 @@ void main() {
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}
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)<!>"
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};
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setup(nullptr, nullptr, _compute_code, "ComputeShaderRD");
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setup(_vertex_code, _fragment_code, _compute_code, "ComputeShaderRD");
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}
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};
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@@ -1,14 +1,8 @@
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/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */
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#pragma once
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#include "servers/rendering/renderer_rd/shader_rd.h"
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class VertexFragmentShaderRD : public ShaderRD {
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public:
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VertexFragmentShaderRD() {
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static const char _vertex_code[] = {
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R"<!>(
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#version 450
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@@ -38,6 +32,7 @@ void main() {
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}
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)<!>"
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};
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setup(_vertex_code, _fragment_code, nullptr, "VertexFragmentShaderRD");
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static const char *_compute_code = nullptr;
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setup(_vertex_code, _fragment_code, _compute_code, "VertexFragmentShaderRD");
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}
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};
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