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								/*  shader_include.h                                                      */
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								/*                         This file is part of:                          */
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								/*                             GODOT ENGINE                               */
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								/*                        https://godotengine.org                         */
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								/**************************************************************************/
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								/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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								/*                                                                        */
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								/* Permission is hereby granted, free of charge, to any person obtaining  */
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								/* a copy of this software and associated documentation files (the        */
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								/* "Software"), to deal in the Software without restriction, including    */
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								/* without limitation the rights to use, copy, modify, merge, publish,    */
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								/* distribute, sublicense, and/or sell copies of the Software, and to     */
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								/* permit persons to whom the Software is furnished to do so, subject to  */
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								/* the following conditions:                                              */
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								/*                                                                        */
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								/* The above copyright notice and this permission notice shall be         */
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								/* included in all copies or substantial portions of the Software.        */
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								/*                                                                        */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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								/**************************************************************************/
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											2022-03-08 13:39:16 +03:00
										 
									 
								 
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								#ifndef SHADER_INCLUDE_H
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								#define SHADER_INCLUDE_H
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								#include "core/io/resource.h"
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								#include "core/io/resource_loader.h"
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								#include "core/io/resource_saver.h"
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								#include "core/templates/hash_set.h"
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								class ShaderInclude : public Resource {
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									GDCLASS(ShaderInclude, Resource);
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									OBJ_SAVE_TYPE(ShaderInclude);
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								private:
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									String code;
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									String include_path;
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									HashSet<Ref<ShaderInclude>> dependencies;
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									void _dependency_changed();
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								protected:
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									static void _bind_methods();
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								public:
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									void set_code(const String &p_text);
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									String get_code() const;
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									void set_include_path(const String &p_path);
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								};
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								class ResourceFormatLoaderShaderInclude : public ResourceFormatLoader {
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								public:
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									virtual Ref<Resource> load(const String &p_path, const String &p_original_path = "", Error *r_error = nullptr, bool p_use_sub_threads = false, float *r_progress = nullptr, CacheMode p_cache_mode = CACHE_MODE_REUSE);
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									virtual void get_recognized_extensions(List<String> *p_extensions) const;
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									virtual bool handles_type(const String &p_type) const;
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									virtual String get_resource_type(const String &p_path) const;
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								};
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								class ResourceFormatSaverShaderInclude : public ResourceFormatSaver {
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								public:
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									virtual Error save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags = 0);
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									virtual void get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const;
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									virtual bool recognize(const Ref<Resource> &p_resource) const;
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								};
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								#endif // SHADER_INCLUDE_H
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