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Use C++11 raw literals for shader code to improve readability
In files that have lots of branching, `\t` was replaced with a tab character instead.
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@@ -61,7 +61,7 @@ String VisualShaderNodeSDFToScreenUV::get_output_port_name(int p_port) const {
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}
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String VisualShaderNodeSDFToScreenUV::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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return "\t" + p_output_vars[0] + " = vec3(sdf_to_screen_uv(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
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return " " + p_output_vars[0] + " = vec3(sdf_to_screen_uv(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
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}
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VisualShaderNodeSDFToScreenUV::VisualShaderNodeSDFToScreenUV() {
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@@ -105,7 +105,7 @@ String VisualShaderNodeScreenUVToSDF::get_input_port_default_hint(int p_port) co
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}
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String VisualShaderNodeScreenUVToSDF::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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return "\t" + p_output_vars[0] + " = vec3(screen_uv_to_sdf(" + (p_input_vars[0] == String() ? "SCREEN_UV" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
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return " " + p_output_vars[0] + " = vec3(screen_uv_to_sdf(" + (p_input_vars[0] == String() ? "SCREEN_UV" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
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}
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VisualShaderNodeScreenUVToSDF::VisualShaderNodeScreenUVToSDF() {
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@@ -142,7 +142,7 @@ String VisualShaderNodeTextureSDF::get_output_port_name(int p_port) const {
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}
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String VisualShaderNodeTextureSDF::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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return "\t" + p_output_vars[0] + " = texture_sdf(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + ");\n";
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return " " + p_output_vars[0] + " = texture_sdf(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + ");\n";
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}
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VisualShaderNodeTextureSDF::VisualShaderNodeTextureSDF() {
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@@ -179,7 +179,7 @@ String VisualShaderNodeTextureSDFNormal::get_output_port_name(int p_port) const
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}
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String VisualShaderNodeTextureSDFNormal::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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return "\t" + p_output_vars[0] + " = vec3(texture_sdf_normal(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
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return " " + p_output_vars[0] + " = vec3(texture_sdf_normal(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
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}
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VisualShaderNodeTextureSDFNormal::VisualShaderNodeTextureSDFNormal() {
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@@ -240,40 +240,40 @@ String VisualShaderNodeSDFRaymarch::get_output_port_name(int p_port) const {
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String VisualShaderNodeSDFRaymarch::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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String code;
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code += "\t{\n";
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code += " {\n";
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if (p_input_vars[0] == String()) {
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code += "\t\tvec2 __from_pos = vec2(0.0f);\n";
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code += " vec2 __from_pos = vec2(0.0f);\n";
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} else {
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code += "\t\tvec2 __from_pos = " + p_input_vars[0] + ".xy;\n";
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code += " vec2 __from_pos = " + p_input_vars[0] + ".xy;\n";
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}
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if (p_input_vars[1] == String()) {
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code += "\t\tvec2 __to_pos = vec2(0.0f);\n";
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code += " vec2 __to_pos = vec2(0.0f);\n";
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} else {
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code += "\t\tvec2 __to_pos = " + p_input_vars[1] + ".xy;\n";
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code += " vec2 __to_pos = " + p_input_vars[1] + ".xy;\n";
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}
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code += "\n\t\tvec2 __at = __from_pos;\n";
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code += "\t\tfloat __max_dist = distance(__from_pos, __to_pos);\n";
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code += "\t\tvec2 __dir = normalize(__to_pos - __from_pos);\n\n";
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code += "\n vec2 __at = __from_pos;\n";
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code += " float __max_dist = distance(__from_pos, __to_pos);\n";
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code += " vec2 __dir = normalize(__to_pos - __from_pos);\n\n";
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code += "\t\tfloat __accum = 0.0f;\n";
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code += "\t\twhile(__accum < __max_dist) {\n";
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code += "\t\t\tfloat __d = texture_sdf(__at);\n";
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code += "\t\t\t__accum += __d;\n";
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code += "\t\t\tif (__d < 0.01f) {\n";
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code += "\t\t\t\tbreak;\n";
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code += "\t\t\t}\n";
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code += "\t\t\t__at += __d * __dir;\n";
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code += "\t\t}\n";
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code += " float __accum = 0.0f;\n";
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code += " while(__accum < __max_dist) {\n";
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code += " float __d = texture_sdf(__at);\n";
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code += " __accum += __d;\n";
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code += " if (__d < 0.01f) {\n";
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code += " break;\n";
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code += " }\n";
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code += " __at += __d * __dir;\n";
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code += " }\n";
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code += "\t\tfloat __dist = min(__max_dist, __accum);\n";
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code += "\t\t" + p_output_vars[0] + " = __dist;\n";
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code += "\t\t" + p_output_vars[1] + " = __accum < __max_dist;\n";
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code += "\t\t" + p_output_vars[2] + " = vec3(__from_pos + __dir * __dist, 0.0f);\n";
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code += " float __dist = min(__max_dist, __accum);\n";
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code += " " + p_output_vars[0] + " = __dist;\n";
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code += " " + p_output_vars[1] + " = __accum < __max_dist;\n";
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code += " " + p_output_vars[2] + " = vec3(__from_pos + __dir * __dist, 0.0f);\n";
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code += "\t}\n";
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code += " }\n";
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return code;
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}
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