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