Fix missing STEP variable by making it mandatory to be defined as a uniform in the shader file

This commit is contained in:
ChaoticByte 2025-02-05 17:48:49 +01:00
parent 7ad9ef002a
commit cc59ba9b9e
No known key found for this signature in database
3 changed files with 16 additions and 10 deletions

View file

@ -37,20 +37,21 @@ func validate_shader_compilation(shader: Shader) -> bool:
# test if uniform list is empty -> if it is empty, the shader compilation failed
return len(shader.get_shader_uniform_list()) > 0
func inject_step_uniform(shader_code: String) -> Shader:
var shader = Shader.new()
# this should run after validate_shader_compilation()
var fragment_function_match = _fragment_function_regex.search(shader_code)
shader.code = shader_code.insert(fragment_function_match.get_start(), "\nuniform int STEP;")
return shader
func shader_has_step_uniform(shader: Shader) -> bool:
for u in shader.get_shader_uniform_list():
if u["name"] == "STEP" && u["type"] == 2:
return true
return false
func update(overwrite_image_path: String = "") -> Array: # returns error messages (strings)
var original_shader_code = Filesystem.shader_code # read from disk
if original_shader_code == "":
return ["No shader loaded!"]
# inject STEP uniform & get number of steps
var shader: Shader = inject_step_uniform(original_shader_code)
var shader: Shader = Shader.new()
shader.code = original_shader_code
# get number of steps & check if code has STEP uniform
var steps: int = ShaderDirectiveParser.parse_steps_directive(shader.code)
var has_step_uniform: bool = shader_has_step_uniform(shader)
# validate shader
if not validate_shader_compilation(shader):
return ["Shader compilation failed!"]
@ -97,8 +98,9 @@ func update(overwrite_image_path: String = "") -> Array: # returns error message
image_sprite.material = mat
# iterate n times
for i in range(steps):
# set STEP param
mat.set_shader_parameter("STEP", i)
if has_step_uniform:
# set STEP param
mat.set_shader_parameter("STEP", i)
# Get viewport texture
await RenderingServer.frame_post_draw # wait for next frame to get drawn
Filesystem.result = get_texture().get_image()