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Refactor GLSL shader compilation

-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
This commit is contained in:
reduz
2021-04-13 17:01:43 -03:00
parent 8ce0fb0a94
commit d3b49c416a
64 changed files with 415 additions and 804 deletions

View File

@@ -344,7 +344,7 @@ MainLoop *test() {
Set<String> types;
types.insert("spatial");
Error err = sl.compile(code, dt, rm, types, nullptr);
Error err = sl.compile(code, dt, rm, ShaderLanguage::VaryingFunctionNames(), types, nullptr);
if (err) {
print_line("Error at line: " + rtos(sl.get_error_line()) + ": " + sl.get_error_text());