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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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17 changed files with 1146 additions and 1040 deletions
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@ -104,43 +104,46 @@ void TextureLayeredEditor::_update_material() {
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}
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void TextureLayeredEditor::_make_shaders() {
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String shader_2d_array = ""
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"shader_type canvas_item;\n"
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"uniform sampler2DArray tex;\n"
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"uniform float layer;\n"
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"void fragment() {\n"
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" COLOR = textureLod(tex,vec3(UV,layer),0.0);\n"
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"}";
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shaders[0].instantiate();
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shaders[0]->set_code(shader_2d_array);
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shaders[0]->set_code(R"(
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shader_type canvas_item;
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String shader_cube = ""
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"shader_type canvas_item;\n"
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"uniform samplerCube tex;\n"
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"uniform vec3 normal;\n"
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"uniform mat3 rot;\n"
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"void fragment() {\n"
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" vec3 n = rot * normalize(vec3(normal.xy*(UV * 2.0 - 1.0),normal.z));\n"
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" COLOR = textureLod(tex,n,0.0);\n"
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"}";
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uniform sampler2DArray tex;
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uniform float layer;
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void fragment() {
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COLOR = textureLod(tex, vec3(UV, layer), 0.0);
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}
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)");
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shaders[1].instantiate();
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shaders[1]->set_code(shader_cube);
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shaders[1]->set_code(R"(
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shader_type canvas_item;
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String shader_cube_array = ""
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"shader_type canvas_item;\n"
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"uniform samplerCubeArray tex;\n"
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"uniform vec3 normal;\n"
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"uniform mat3 rot;\n"
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"uniform float layer;\n"
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"void fragment() {\n"
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" vec3 n = rot * normalize(vec3(normal.xy*(UV * 2.0 - 1.0),normal.z));\n"
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" COLOR = textureLod(tex,vec4(n,layer),0.0);\n"
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"}";
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uniform samplerCube tex;
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uniform vec3 normal;
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uniform mat3 rot;
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void fragment() {
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vec3 n = rot * normalize(vec3(normal.xy * (UV * 2.0 - 1.0), normal.z));
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COLOR = textureLod(tex, n, 0.0);
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}
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)");
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shaders[2].instantiate();
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shaders[2]->set_code(shader_cube_array);
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shaders[2]->set_code(R"(
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shader_type canvas_item;
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uniform samplerCubeArray tex;
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uniform vec3 normal;
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uniform mat3 rot;
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uniform float layer;
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void fragment() {
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vec3 n = rot * normalize(vec3(normal.xy * (UV * 2.0 - 1.0), normal.z));
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COLOR = textureLod(tex, vec4(n, layer), 0.0);
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}
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)");
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for (int i = 0; i < 3; i++) {
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materials[i].instantiate();
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