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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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@@ -681,7 +681,19 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
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//default material and shader
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default_shader = storage->shader_allocate();
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storage->shader_initialize(default_shader);
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storage->shader_set_code(default_shader, "shader_type spatial; void vertex() { ROUGHNESS = 0.8; } void fragment() { ALBEDO=vec3(0.6); ROUGHNESS=0.8; METALLIC=0.2; } \n");
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storage->shader_set_code(default_shader, R"(
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shader_type spatial;
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void vertex() {
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ROUGHNESS = 0.8;
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}
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void fragment() {
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ALBEDO = vec3(0.6);
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ROUGHNESS = 0.8;
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METALLIC = 0.2;
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}
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)");
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default_material = storage->material_allocate();
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storage->material_initialize(default_material);
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storage->material_set_shader(default_material, default_shader);
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@@ -698,7 +710,16 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
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overdraw_material_shader = storage->shader_allocate();
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storage->shader_initialize(overdraw_material_shader);
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// Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
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storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.1; }");
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storage->shader_set_code(overdraw_material_shader, R"(
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shader_type spatial;
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render_mode blend_add, unshaded;
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void fragment() {
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ALBEDO = vec3(0.4, 0.8, 0.8);
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ALPHA = 0.1;
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}
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)");
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overdraw_material = storage->material_allocate();
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storage->material_initialize(overdraw_material);
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storage->material_set_shader(overdraw_material, overdraw_material_shader);
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@@ -671,7 +671,19 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
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//default material and shader
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default_shader = storage->shader_allocate();
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storage->shader_initialize(default_shader);
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storage->shader_set_code(default_shader, "shader_type spatial; void vertex() { ROUGHNESS = 0.8; } void fragment() { ALBEDO=vec3(0.6); ROUGHNESS=0.8; METALLIC=0.2; } \n");
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storage->shader_set_code(default_shader, R"(
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shader_type spatial;
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void vertex() {
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ROUGHNESS = 0.8;
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}
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void fragment() {
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ALBEDO = vec3(0.6);
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ROUGHNESS = 0.8;
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METALLIC = 0.2;
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}
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)");
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default_material = storage->material_allocate();
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storage->material_initialize(default_material);
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storage->material_set_shader(default_material, default_shader);
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@@ -687,7 +699,16 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
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overdraw_material_shader = storage->shader_allocate();
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storage->shader_initialize(overdraw_material_shader);
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// Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
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storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.1; }");
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storage->shader_set_code(overdraw_material_shader, R"(
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shader_type spatial;
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render_mode blend_add, unshaded;
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void fragment() {
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ALBEDO = vec3(0.4, 0.8, 0.8);
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ALPHA = 0.1;
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}
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)");
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overdraw_material = storage->material_allocate();
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storage->material_initialize(overdraw_material);
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storage->material_set_shader(overdraw_material, overdraw_material_shader);
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@@ -2570,8 +2570,19 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
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default_canvas_group_shader = storage->shader_allocate();
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storage->shader_initialize(default_canvas_group_shader);
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storage->shader_set_code(default_canvas_group_shader, "shader_type canvas_item; \nvoid fragment() {\n\tvec4 c = textureLod(SCREEN_TEXTURE,SCREEN_UV,0.0); if (c.a > 0.0001) c.rgb/=c.a; COLOR *= c; \n}\n");
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storage->shader_set_code(default_canvas_group_shader, R"(
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shader_type canvas_item;
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void fragment() {
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vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
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if (c.a > 0.0001) {
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c.rgb /= c.a;
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}
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COLOR *= c;
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}
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)");
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default_canvas_group_material = storage->material_allocate();
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storage->material_initialize(default_canvas_group_material);
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@@ -757,7 +757,13 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
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sky_shader.default_shader = storage->shader_allocate();
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storage->shader_initialize(sky_shader.default_shader);
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storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void sky() { COLOR = vec3(0.0); } \n");
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storage->shader_set_code(sky_shader.default_shader, R"(
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shader_type sky;
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void sky() {
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COLOR = vec3(0.0);
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}
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)");
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sky_shader.default_material = storage->material_allocate();
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storage->material_initialize(sky_shader.default_material);
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@@ -838,7 +844,15 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
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sky_scene_state.fog_shader = storage->shader_allocate();
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storage->shader_initialize(sky_scene_state.fog_shader);
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storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void sky() { COLOR = clear_color.rgb; } \n");
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storage->shader_set_code(sky_scene_state.fog_shader, R"(
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shader_type sky;
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uniform vec4 clear_color;
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void sky() {
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COLOR = clear_color.rgb;
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}
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)");
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sky_scene_state.fog_material = storage->material_allocate();
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storage->material_initialize(sky_scene_state.fog_material);
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@@ -9388,7 +9388,13 @@ RendererStorageRD::RendererStorageRD() {
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// default material and shader for particles shader
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particles_shader.default_shader = shader_allocate();
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shader_initialize(particles_shader.default_shader);
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shader_set_code(particles_shader.default_shader, "shader_type particles; void process() { COLOR = vec4(1.0); } \n");
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shader_set_code(particles_shader.default_shader, R"(
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shader_type particles;
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void process() {
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COLOR = vec4(1.0);
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}
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)");
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particles_shader.default_material = material_allocate();
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material_initialize(particles_shader.default_material);
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material_set_shader(particles_shader.default_material, particles_shader.default_shader);
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