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Renaming of servers for coherency.
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
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@@ -934,7 +934,7 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener
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return code.as_string();
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}
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Error ShaderCompilerGLES2::compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
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Error ShaderCompilerGLES2::compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
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Error err = parser.compile(p_code, ShaderTypes::get_singleton()->get_functions(p_mode), ShaderTypes::get_singleton()->get_modes(p_mode), ShaderTypes::get_singleton()->get_types());
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@@ -975,210 +975,210 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
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/** CANVAS ITEM SHADER **/
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actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
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actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv";
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actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "point_size";
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actions[RS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
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actions[RS::SHADER_CANVAS_ITEM].renames["UV"] = "uv";
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actions[RS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "point_size";
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actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
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actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
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actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] = "extra_matrix_instance";
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actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time";
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actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass";
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actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom";
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actions[RS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
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actions[RS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
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actions[RS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] = "extra_matrix_instance";
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actions[RS::SHADER_CANVAS_ITEM].renames["TIME"] = "time";
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actions[RS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass";
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actions[RS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom";
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actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
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actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
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actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
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actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
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actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
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actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
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actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture";
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actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
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actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
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actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
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actions[VS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord";
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actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
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actions[RS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
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actions[RS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
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actions[RS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
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actions[RS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
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actions[RS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
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actions[RS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
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actions[RS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture";
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actions[RS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
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actions[RS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
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actions[RS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
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actions[RS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord";
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actions[RS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
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actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
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actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
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actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color";
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actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv";
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actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light";
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actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color";
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actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_VEC"] = "shadow_vec";
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actions[RS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
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actions[RS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
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actions[RS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color";
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actions[RS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv";
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actions[RS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light";
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actions[RS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color";
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actions[RS::SHADER_CANVAS_ITEM].renames["SHADOW_VEC"] = "shadow_vec";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
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actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_VEC"] = "#define SHADOW_VEC_USED\n";
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
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actions[RS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_VEC"] = "#define SHADOW_VEC_USED\n";
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// Ported from GLES3
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["sinh"] = "#define SINH_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["cosh"] = "#define COSH_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["tanh"] = "#define TANH_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["asinh"] = "#define ASINH_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["acosh"] = "#define ACOSH_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["atanh"] = "#define ATANH_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["determinant"] = "#define DETERMINANT_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["transpose"] = "#define TRANSPOSE_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["round"] = "#define ROUND_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["inverse"] = "#define INVERSE_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["isinf"] = "#define IS_INF_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["isnan"] = "#define IS_NAN_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["trunc"] = "#define TRUNC_USED\n";
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["sinh"] = "#define SINH_USED\n";
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["cosh"] = "#define COSH_USED\n";
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["tanh"] = "#define TANH_USED\n";
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["asinh"] = "#define ASINH_USED\n";
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["acosh"] = "#define ACOSH_USED\n";
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["atanh"] = "#define ATANH_USED\n";
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["determinant"] = "#define DETERMINANT_USED\n";
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["transpose"] = "#define TRANSPOSE_USED\n";
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n";
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["round"] = "#define ROUND_USED\n";
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n";
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["inverse"] = "#define INVERSE_USED\n";
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["isinf"] = "#define IS_INF_USED\n";
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["isnan"] = "#define IS_NAN_USED\n";
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actions[RS::SHADER_CANVAS_ITEM].usage_defines["trunc"] = "#define TRUNC_USED\n";
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/** SPATIAL SHADER **/
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actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
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actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
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actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
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actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
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actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "projection_inverse_matrix";
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actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
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actions[RS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
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actions[RS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
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actions[RS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
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actions[RS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
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actions[RS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "projection_inverse_matrix";
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actions[RS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
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actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
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actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
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actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
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actions[VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
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actions[VS::SHADER_SPATIAL].renames["POSITION"] = "position";
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actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
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actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
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actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
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actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "point_size";
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actions[RS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
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actions[RS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
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actions[RS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
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actions[RS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
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actions[RS::SHADER_SPATIAL].renames["POSITION"] = "position";
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actions[RS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
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actions[RS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
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actions[RS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
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actions[RS::SHADER_SPATIAL].renames["POINT_SIZE"] = "point_size";
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// gl_InstanceID is not available in OpenGL ES 2.0
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actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0";
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actions[RS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0";
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//builtins
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actions[VS::SHADER_SPATIAL].renames["TIME"] = "time";
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actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size";
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actions[RS::SHADER_SPATIAL].renames["TIME"] = "time";
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actions[RS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size";
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actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
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actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing";
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actions[VS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap";
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actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
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actions[VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
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actions[VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
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actions[VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
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actions[VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
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actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
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actions[VS::SHADER_SPATIAL].renames["RIM"] = "rim";
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actions[VS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint";
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actions[VS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat";
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actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
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actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
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actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
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actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
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actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
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actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
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actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
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actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
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actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
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actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
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actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
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actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
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actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_texture";
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actions[RS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
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actions[RS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing";
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actions[RS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap";
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actions[RS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
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actions[RS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
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actions[RS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
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actions[RS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
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actions[RS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
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actions[RS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
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actions[RS::SHADER_SPATIAL].renames["RIM"] = "rim";
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actions[RS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint";
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actions[RS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat";
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actions[RS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
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actions[RS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
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actions[RS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
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actions[RS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
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actions[RS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
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actions[RS::SHADER_SPATIAL].renames["AO"] = "ao";
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actions[RS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
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actions[RS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
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actions[RS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
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actions[RS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
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actions[RS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
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actions[RS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
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actions[RS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_texture";
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// Defined in GLES3, but not available in GLES2
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//actions[VS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth";
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actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
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actions[VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
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//actions[RS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth";
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actions[RS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
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actions[RS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
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//for light
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actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view";
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actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
|
||||
actions[VS::SHADER_SPATIAL].renames["LIGHT"] = "light";
|
||||
actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
|
||||
actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
|
||||
actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
|
||||
actions[RS::SHADER_SPATIAL].renames["VIEW"] = "view";
|
||||
actions[RS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
|
||||
actions[RS::SHADER_SPATIAL].renames["LIGHT"] = "light";
|
||||
actions[RS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
|
||||
actions[RS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
|
||||
actions[RS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
|
||||
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
|
||||
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["DEPTH_TEXTURE"] = "#define DEPTH_TEXTURE_USED\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["DEPTH_TEXTURE"] = "#define DEPTH_TEXTURE_USED\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
|
||||
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
|
||||
|
||||
// Ported from GLES3
|
||||
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["sinh"] = "#define SINH_USED\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["cosh"] = "#define COSH_USED\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["tanh"] = "#define TANH_USED\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["asinh"] = "#define ASINH_USED\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["acosh"] = "#define ACOSH_USED\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["atanh"] = "#define ATANH_USED\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["determinant"] = "#define DETERMINANT_USED\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["transpose"] = "#define TRANSPOSE_USED\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["round"] = "#define ROUND_USED\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["inverse"] = "#define INVERSE_USED\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["isinf"] = "#define IS_INF_USED\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["isnan"] = "#define IS_NAN_USED\n";
|
||||
actions[VS::SHADER_SPATIAL].usage_defines["trunc"] = "#define TRUNC_USED\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["sinh"] = "#define SINH_USED\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["cosh"] = "#define COSH_USED\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["tanh"] = "#define TANH_USED\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["asinh"] = "#define ASINH_USED\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["acosh"] = "#define ACOSH_USED\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["atanh"] = "#define ATANH_USED\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["determinant"] = "#define DETERMINANT_USED\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["transpose"] = "#define TRANSPOSE_USED\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["round"] = "#define ROUND_USED\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["inverse"] = "#define INVERSE_USED\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["isinf"] = "#define IS_INF_USED\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["isnan"] = "#define IS_NAN_USED\n";
|
||||
actions[RS::SHADER_SPATIAL].usage_defines["trunc"] = "#define TRUNC_USED\n";
|
||||
|
||||
actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
|
||||
actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
|
||||
actions[RS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
|
||||
actions[RS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
|
||||
|
||||
// Defined in GLES3, could be implemented in GLES2 too if there's a need for it
|
||||
//actions[VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
|
||||
//actions[RS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
|
||||
// Defined in GLES3, might not be possible in GLES2 as gl_FrontFacing is not available
|
||||
//actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
|
||||
//actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
|
||||
//actions[RS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
|
||||
//actions[RS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
|
||||
|
||||
bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
|
||||
|
||||
if (!force_lambert) {
|
||||
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
|
||||
actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
|
||||
}
|
||||
|
||||
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
|
||||
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
|
||||
actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
|
||||
actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
|
||||
actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
|
||||
actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
|
||||
|
||||
bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
|
||||
|
||||
if (!force_blinn) {
|
||||
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
|
||||
actions[RS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
|
||||
} else {
|
||||
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
|
||||
actions[RS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
|
||||
}
|
||||
|
||||
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
|
||||
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
|
||||
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
|
||||
actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
|
||||
actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
|
||||
actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
|
||||
actions[VS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
|
||||
actions[RS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
|
||||
actions[RS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
|
||||
actions[RS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
|
||||
actions[RS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
|
||||
actions[RS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
|
||||
actions[RS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
|
||||
actions[RS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
|
||||
|
||||
// No defines for particle shaders in GLES2, there are no GPU particles
|
||||
|
||||
|
||||
Reference in New Issue
Block a user