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			1131 lines
		
	
	
	
		
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			C++
		
	
	
	
	
	
			
		
		
	
	
			1131 lines
		
	
	
	
		
			41 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  shader_compiler_gles2.cpp                                            */
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/*************************************************************************/
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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) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
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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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#include "shader_compiler_gles2.h"
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#include "core/os/os.h"
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#include "core/project_settings.h"
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#include "core/string_buffer.h"
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#include "core/string_builder.h"
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#define SL ShaderLanguage
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static String _mktab(int p_level) {
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	String tb;
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	for (int i = 0; i < p_level; i++) {
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		tb += "\t";
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	}
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	return tb;
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}
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static String _typestr(SL::DataType p_type) {
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	return ShaderLanguage::get_datatype_name(p_type);
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}
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static String _prestr(SL::DataPrecision p_pres) {
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	switch (p_pres) {
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		case SL::PRECISION_LOWP: return "lowp ";
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		case SL::PRECISION_MEDIUMP: return "mediump ";
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		case SL::PRECISION_HIGHP: return "highp ";
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		case SL::PRECISION_DEFAULT: return "";
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	}
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	return "";
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}
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static String _qualstr(SL::ArgumentQualifier p_qual) {
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	switch (p_qual) {
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		case SL::ARGUMENT_QUALIFIER_IN: return "in ";
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		case SL::ARGUMENT_QUALIFIER_OUT: return "out ";
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		case SL::ARGUMENT_QUALIFIER_INOUT: return "inout ";
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	}
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	return "";
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}
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static String _opstr(SL::Operator p_op) {
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	return SL::get_operator_text(p_op);
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}
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static String _mkid(const String &p_id) {
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	String id = "m_" + p_id;
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	return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
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}
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static String f2sp0(float p_float) {
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	String num = rtoss(p_float);
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	if (num.find(".") == -1 && num.find("e") == -1) {
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		num += ".0";
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	}
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	return num;
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}
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static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) {
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	switch (p_type) {
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		case SL::TYPE_BOOL: return p_values[0].boolean ? "true" : "false";
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		case SL::TYPE_BVEC2:
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		case SL::TYPE_BVEC3:
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		case SL::TYPE_BVEC4: {
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			StringBuffer<> text;
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			text += "bvec";
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			text += itos(p_type - SL::TYPE_BOOL + 1);
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			text += "(";
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			for (int i = 0; i < p_values.size(); i++) {
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				if (i > 0)
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					text += ",";
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				text += p_values[i].boolean ? "true" : "false";
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			}
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			text += ")";
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			return text.as_string();
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		}
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		// GLSL ES 2 doesn't support uints, so we just use signed ints instead...
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		case SL::TYPE_UINT: return itos(p_values[0].uint);
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		case SL::TYPE_UVEC2:
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		case SL::TYPE_UVEC3:
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		case SL::TYPE_UVEC4: {
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			StringBuffer<> text;
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			text += "ivec";
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			text += itos(p_type - SL::TYPE_UINT + 1);
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			text += "(";
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			for (int i = 0; i < p_values.size(); i++) {
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				if (i > 0)
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					text += ",";
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				text += itos(p_values[i].uint);
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			}
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			text += ")";
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			return text.as_string();
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		} break;
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		case SL::TYPE_INT: return itos(p_values[0].sint);
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		case SL::TYPE_IVEC2:
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		case SL::TYPE_IVEC3:
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		case SL::TYPE_IVEC4: {
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			StringBuffer<> text;
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			text += "ivec";
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			text += itos(p_type - SL::TYPE_INT + 1);
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			text += "(";
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			for (int i = 0; i < p_values.size(); i++) {
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				if (i > 0)
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					text += ",";
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				text += itos(p_values[i].sint);
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			}
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			text += ")";
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			return text.as_string();
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		} break;
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		case SL::TYPE_FLOAT: return f2sp0(p_values[0].real);
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		case SL::TYPE_VEC2:
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		case SL::TYPE_VEC3:
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		case SL::TYPE_VEC4: {
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			StringBuffer<> text;
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			text += "vec";
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			text += itos(p_type - SL::TYPE_FLOAT + 1);
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			text += "(";
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			for (int i = 0; i < p_values.size(); i++) {
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				if (i > 0)
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					text += ",";
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				text += f2sp0(p_values[i].real);
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			}
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			text += ")";
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			return text.as_string();
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		} break;
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		case SL::TYPE_MAT2:
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		case SL::TYPE_MAT3:
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		case SL::TYPE_MAT4: {
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			StringBuffer<> text;
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			text += "mat";
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			text += itos(p_type - SL::TYPE_MAT2 + 2);
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			text += "(";
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			for (int i = 0; i < p_values.size(); i++) {
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				if (i > 0)
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					text += ",";
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				text += f2sp0(p_values[i].real);
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			}
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			text += ")";
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			return text.as_string();
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		} break;
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		default: ERR_FAIL_V(String());
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	}
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}
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void ShaderCompilerGLES2::_dump_function_deps(SL::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, StringBuilder &r_to_add, Set<StringName> &r_added) {
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	int fidx = -1;
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	for (int i = 0; i < p_node->functions.size(); i++) {
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		if (p_node->functions[i].name == p_for_func) {
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			fidx = i;
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			break;
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		}
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	}
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	ERR_FAIL_COND(fidx == -1);
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	for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) {
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		if (r_added.has(E->get())) {
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			continue;
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		}
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		_dump_function_deps(p_node, E->get(), p_func_code, r_to_add, r_added);
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		SL::FunctionNode *fnode = NULL;
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		for (int i = 0; i < p_node->functions.size(); i++) {
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			if (p_node->functions[i].name == E->get()) {
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				fnode = p_node->functions[i].function;
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				break;
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			}
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		}
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		ERR_FAIL_COND(!fnode);
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		r_to_add += "\n";
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		StringBuffer<128> header;
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		header += _typestr(fnode->return_type);
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		header += " ";
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		header += _mkid(fnode->name);
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		header += "(";
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		for (int i = 0; i < fnode->arguments.size(); i++) {
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			if (i > 0)
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				header += ", ";
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			header += _qualstr(fnode->arguments[i].qualifier);
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			header += _prestr(fnode->arguments[i].precision);
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			header += _typestr(fnode->arguments[i].type);
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			header += " ";
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			header += _mkid(fnode->arguments[i].name);
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		}
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		header += ")\n";
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		r_to_add += header.as_string();
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		r_to_add += p_func_code[E->get()];
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		r_added.insert(E->get());
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	}
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}
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String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning) {
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	StringBuilder code;
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	switch (p_node->type) {
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		case SL::Node::TYPE_SHADER: {
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			SL::ShaderNode *snode = (SL::ShaderNode *)p_node;
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			for (int i = 0; i < snode->render_modes.size(); i++) {
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				if (p_default_actions.render_mode_defines.has(snode->render_modes[i]) && !used_rmode_defines.has(snode->render_modes[i])) {
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					r_gen_code.custom_defines.push_back(p_default_actions.render_mode_defines[snode->render_modes[i]].utf8());
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					used_rmode_defines.insert(snode->render_modes[i]);
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				}
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				if (p_actions.render_mode_flags.has(snode->render_modes[i])) {
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					*p_actions.render_mode_flags[snode->render_modes[i]] = true;
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				}
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				if (p_actions.render_mode_values.has(snode->render_modes[i])) {
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					Pair<int *, int> &p = p_actions.render_mode_values[snode->render_modes[i]];
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					*p.first = p.second;
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				}
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			}
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			int max_texture_uniforms = 0;
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			int max_uniforms = 0;
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			for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->uniforms.front(); E; E = E->next()) {
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				if (SL::is_sampler_type(E->get().type))
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					max_texture_uniforms++;
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				else
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					max_uniforms++;
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			}
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			r_gen_code.texture_uniforms.resize(max_texture_uniforms);
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			r_gen_code.texture_hints.resize(max_texture_uniforms);
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			r_gen_code.uniforms.resize(max_uniforms + max_texture_uniforms);
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			StringBuilder vertex_global;
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			StringBuilder fragment_global;
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			// uniforms
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			for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->uniforms.front(); E; E = E->next()) {
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				StringBuffer<> uniform_code;
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						|
 | 
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				// use highp if no precision is specified to prevent different default values in fragment and vertex shader
 | 
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				SL::DataPrecision precision = E->get().precision;
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				if (precision == SL::PRECISION_DEFAULT && E->get().type != SL::TYPE_BOOL) {
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					precision = SL::PRECISION_HIGHP;
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				}
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				uniform_code += "uniform ";
 | 
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				uniform_code += _prestr(precision);
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						|
				uniform_code += _typestr(E->get().type);
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				uniform_code += " ";
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				uniform_code += _mkid(E->key());
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				uniform_code += ";\n";
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 | 
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				if (SL::is_sampler_type(E->get().type)) {
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					r_gen_code.texture_uniforms.write[E->get().texture_order] = E->key();
 | 
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					r_gen_code.texture_hints.write[E->get().texture_order] = E->get().hint;
 | 
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				} else {
 | 
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					r_gen_code.uniforms.write[E->get().order] = E->key();
 | 
						|
				}
 | 
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				vertex_global += uniform_code.as_string();
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				fragment_global += uniform_code.as_string();
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						|
 | 
						|
				p_actions.uniforms->insert(E->key(), E->get());
 | 
						|
			}
 | 
						|
 | 
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			// varyings
 | 
						|
 | 
						|
			for (Map<StringName, SL::ShaderNode::Varying>::Element *E = snode->varyings.front(); E; E = E->next()) {
 | 
						|
 | 
						|
				StringBuffer<> varying_code;
 | 
						|
 | 
						|
				varying_code += "varying ";
 | 
						|
				varying_code += _prestr(E->get().precision);
 | 
						|
				varying_code += _typestr(E->get().type);
 | 
						|
				varying_code += " ";
 | 
						|
				varying_code += _mkid(E->key());
 | 
						|
				if (E->get().array_size > 0) {
 | 
						|
					varying_code += "[";
 | 
						|
					varying_code += itos(E->get().array_size);
 | 
						|
					varying_code += "]";
 | 
						|
				}
 | 
						|
				varying_code += ";\n";
 | 
						|
 | 
						|
				String final_code = varying_code.as_string();
 | 
						|
 | 
						|
				vertex_global += final_code;
 | 
						|
				fragment_global += final_code;
 | 
						|
			}
 | 
						|
 | 
						|
			// constants
 | 
						|
 | 
						|
			for (Map<StringName, SL::ShaderNode::Constant>::Element *E = snode->constants.front(); E; E = E->next()) {
 | 
						|
				String gcode;
 | 
						|
				gcode += "const ";
 | 
						|
				gcode += _prestr(E->get().precision);
 | 
						|
				gcode += _typestr(E->get().type);
 | 
						|
				gcode += " " + _mkid(E->key());
 | 
						|
				gcode += "=";
 | 
						|
				gcode += _dump_node_code(E->get().initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
				gcode += ";\n";
 | 
						|
				vertex_global += gcode;
 | 
						|
				fragment_global += gcode;
 | 
						|
			}
 | 
						|
 | 
						|
			// functions
 | 
						|
 | 
						|
			Map<StringName, String> function_code;
 | 
						|
 | 
						|
			for (int i = 0; i < snode->functions.size(); i++) {
 | 
						|
				SL::FunctionNode *fnode = snode->functions[i].function;
 | 
						|
				current_func_name = fnode->name;
 | 
						|
				function_code[fnode->name] = _dump_node_code(fnode->body, 1, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
			}
 | 
						|
 | 
						|
			Set<StringName> added_vertex;
 | 
						|
			Set<StringName> added_fragment;
 | 
						|
 | 
						|
			for (int i = 0; i < snode->functions.size(); i++) {
 | 
						|
 | 
						|
				SL::FunctionNode *fnode = snode->functions[i].function;
 | 
						|
 | 
						|
				current_func_name = fnode->name;
 | 
						|
 | 
						|
				if (fnode->name == vertex_name) {
 | 
						|
					_dump_function_deps(snode, fnode->name, function_code, vertex_global, added_vertex);
 | 
						|
					r_gen_code.vertex = function_code[vertex_name];
 | 
						|
 | 
						|
				} else if (fnode->name == fragment_name) {
 | 
						|
					_dump_function_deps(snode, fnode->name, function_code, fragment_global, added_fragment);
 | 
						|
					r_gen_code.fragment = function_code[fragment_name];
 | 
						|
 | 
						|
				} else if (fnode->name == light_name) {
 | 
						|
					_dump_function_deps(snode, fnode->name, function_code, fragment_global, added_fragment);
 | 
						|
					r_gen_code.light = function_code[light_name];
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			r_gen_code.vertex_global = vertex_global.as_string();
 | 
						|
			r_gen_code.fragment_global = fragment_global.as_string();
 | 
						|
 | 
						|
		} break;
 | 
						|
 | 
						|
		case SL::Node::TYPE_FUNCTION: {
 | 
						|
 | 
						|
		} break;
 | 
						|
 | 
						|
		case SL::Node::TYPE_BLOCK: {
 | 
						|
 | 
						|
			SL::BlockNode *bnode = (SL::BlockNode *)p_node;
 | 
						|
 | 
						|
			if (!bnode->single_statement) {
 | 
						|
				code += _mktab(p_level - 1);
 | 
						|
				code += "{\n";
 | 
						|
			}
 | 
						|
 | 
						|
			for (int i = 0; i < bnode->statements.size(); i++) {
 | 
						|
				String statement_code = _dump_node_code(bnode->statements[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
 | 
						|
				if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW || bnode->single_statement) {
 | 
						|
					code += statement_code;
 | 
						|
				} else {
 | 
						|
					code += _mktab(p_level);
 | 
						|
					code += statement_code;
 | 
						|
					code += ";\n";
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			if (!bnode->single_statement) {
 | 
						|
				code += _mktab(p_level - 1);
 | 
						|
				code += "}\n";
 | 
						|
			}
 | 
						|
		} break;
 | 
						|
 | 
						|
		case SL::Node::TYPE_VARIABLE_DECLARATION: {
 | 
						|
			SL::VariableDeclarationNode *var_dec_node = (SL::VariableDeclarationNode *)p_node;
 | 
						|
 | 
						|
			StringBuffer<> declaration;
 | 
						|
			if (var_dec_node->is_const) {
 | 
						|
				declaration += "const ";
 | 
						|
			}
 | 
						|
			declaration += _prestr(var_dec_node->precision);
 | 
						|
			declaration += _typestr(var_dec_node->datatype);
 | 
						|
 | 
						|
			for (int i = 0; i < var_dec_node->declarations.size(); i++) {
 | 
						|
 | 
						|
				if (i > 0) {
 | 
						|
					declaration += ",";
 | 
						|
				}
 | 
						|
 | 
						|
				declaration += " ";
 | 
						|
 | 
						|
				declaration += _mkid(var_dec_node->declarations[i].name);
 | 
						|
 | 
						|
				if (var_dec_node->declarations[i].initializer) {
 | 
						|
					declaration += " = ";
 | 
						|
					declaration += _dump_node_code(var_dec_node->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			code += declaration.as_string();
 | 
						|
		} break;
 | 
						|
 | 
						|
		case SL::Node::TYPE_VARIABLE: {
 | 
						|
			SL::VariableNode *var_node = (SL::VariableNode *)p_node;
 | 
						|
 | 
						|
			if (p_assigning && p_actions.write_flag_pointers.has(var_node->name)) {
 | 
						|
				*p_actions.write_flag_pointers[var_node->name] = true;
 | 
						|
			}
 | 
						|
 | 
						|
			if (p_default_actions.usage_defines.has(var_node->name) && !used_name_defines.has(var_node->name)) {
 | 
						|
				String define = p_default_actions.usage_defines[var_node->name];
 | 
						|
 | 
						|
				if (define.begins_with("@")) {
 | 
						|
					define = p_default_actions.usage_defines[define.substr(1, define.length())];
 | 
						|
				}
 | 
						|
 | 
						|
				r_gen_code.custom_defines.push_back(define.utf8());
 | 
						|
				used_name_defines.insert(var_node->name);
 | 
						|
			}
 | 
						|
 | 
						|
			if (p_actions.usage_flag_pointers.has(var_node->name) && !used_flag_pointers.has(var_node->name)) {
 | 
						|
				*p_actions.usage_flag_pointers[var_node->name] = true;
 | 
						|
				used_flag_pointers.insert(var_node->name);
 | 
						|
			}
 | 
						|
 | 
						|
			if (p_default_actions.renames.has(var_node->name)) {
 | 
						|
				code += p_default_actions.renames[var_node->name];
 | 
						|
			} else {
 | 
						|
				code += _mkid(var_node->name);
 | 
						|
			}
 | 
						|
 | 
						|
			if (var_node->name == time_name) {
 | 
						|
				if (current_func_name == vertex_name) {
 | 
						|
					r_gen_code.uses_vertex_time = true;
 | 
						|
				}
 | 
						|
				if (current_func_name == fragment_name || current_func_name == light_name) {
 | 
						|
					r_gen_code.uses_fragment_time = true;
 | 
						|
				}
 | 
						|
			}
 | 
						|
		} break;
 | 
						|
		case SL::Node::TYPE_ARRAY_DECLARATION: {
 | 
						|
 | 
						|
			SL::ArrayDeclarationNode *arr_dec_node = (SL::ArrayDeclarationNode *)p_node;
 | 
						|
 | 
						|
			StringBuffer<> declaration;
 | 
						|
			if (arr_dec_node->is_const) {
 | 
						|
				declaration += "const ";
 | 
						|
			}
 | 
						|
			declaration += _prestr(arr_dec_node->precision);
 | 
						|
			declaration += _typestr(arr_dec_node->datatype);
 | 
						|
 | 
						|
			for (int i = 0; i < arr_dec_node->declarations.size(); i++) {
 | 
						|
 | 
						|
				if (i > 0) {
 | 
						|
					declaration += ",";
 | 
						|
				}
 | 
						|
 | 
						|
				declaration += " ";
 | 
						|
 | 
						|
				declaration += _mkid(arr_dec_node->declarations[i].name);
 | 
						|
				declaration += "[";
 | 
						|
				declaration += itos(arr_dec_node->declarations[i].size);
 | 
						|
				declaration += "]";
 | 
						|
				int sz = arr_dec_node->declarations[i].initializer.size();
 | 
						|
				if (sz > 0) {
 | 
						|
					declaration += "=";
 | 
						|
					declaration += _typestr(arr_dec_node->datatype);
 | 
						|
					declaration += "[";
 | 
						|
					declaration += itos(sz);
 | 
						|
					declaration += "]";
 | 
						|
					declaration += "(";
 | 
						|
					for (int j = 0; j < sz; j++) {
 | 
						|
						declaration += _dump_node_code(arr_dec_node->declarations[i].initializer[j], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
						if (j != sz - 1) {
 | 
						|
							declaration += ", ";
 | 
						|
						}
 | 
						|
					}
 | 
						|
					declaration += ")";
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			code += declaration.as_string();
 | 
						|
		} break;
 | 
						|
		case SL::Node::TYPE_ARRAY: {
 | 
						|
			SL::ArrayNode *arr_node = (SL::ArrayNode *)p_node;
 | 
						|
 | 
						|
			if (p_assigning && p_actions.write_flag_pointers.has(arr_node->name)) {
 | 
						|
				*p_actions.write_flag_pointers[arr_node->name] = true;
 | 
						|
			}
 | 
						|
 | 
						|
			if (p_default_actions.usage_defines.has(arr_node->name) && !used_name_defines.has(arr_node->name)) {
 | 
						|
				String define = p_default_actions.usage_defines[arr_node->name];
 | 
						|
 | 
						|
				if (define.begins_with("@")) {
 | 
						|
					define = p_default_actions.usage_defines[define.substr(1, define.length())];
 | 
						|
				}
 | 
						|
 | 
						|
				r_gen_code.custom_defines.push_back(define.utf8());
 | 
						|
				used_name_defines.insert(arr_node->name);
 | 
						|
			}
 | 
						|
 | 
						|
			if (p_actions.usage_flag_pointers.has(arr_node->name) && !used_flag_pointers.has(arr_node->name)) {
 | 
						|
				*p_actions.usage_flag_pointers[arr_node->name] = true;
 | 
						|
				used_flag_pointers.insert(arr_node->name);
 | 
						|
			}
 | 
						|
 | 
						|
			if (p_default_actions.renames.has(arr_node->name)) {
 | 
						|
				code += p_default_actions.renames[arr_node->name];
 | 
						|
			} else {
 | 
						|
				code += _mkid(arr_node->name);
 | 
						|
			}
 | 
						|
 | 
						|
			if (arr_node->call_expression != NULL) {
 | 
						|
				code += ".";
 | 
						|
				code += _dump_node_code(arr_node->call_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
			}
 | 
						|
 | 
						|
			if (arr_node->index_expression != NULL) {
 | 
						|
				code += "[";
 | 
						|
				code += _dump_node_code(arr_node->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
				code += "]";
 | 
						|
			}
 | 
						|
 | 
						|
			if (arr_node->name == time_name) {
 | 
						|
				if (current_func_name == vertex_name) {
 | 
						|
					r_gen_code.uses_vertex_time = true;
 | 
						|
				}
 | 
						|
				if (current_func_name == fragment_name || current_func_name == light_name) {
 | 
						|
					r_gen_code.uses_fragment_time = true;
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
		} break;
 | 
						|
		case SL::Node::TYPE_CONSTANT: {
 | 
						|
			SL::ConstantNode *const_node = (SL::ConstantNode *)p_node;
 | 
						|
 | 
						|
			return get_constant_text(const_node->datatype, const_node->values);
 | 
						|
		} break;
 | 
						|
 | 
						|
		case SL::Node::TYPE_OPERATOR: {
 | 
						|
			SL::OperatorNode *op_node = (SL::OperatorNode *)p_node;
 | 
						|
 | 
						|
			switch (op_node->op) {
 | 
						|
				case SL::OP_ASSIGN:
 | 
						|
				case SL::OP_ASSIGN_ADD:
 | 
						|
				case SL::OP_ASSIGN_SUB:
 | 
						|
				case SL::OP_ASSIGN_MUL:
 | 
						|
				case SL::OP_ASSIGN_DIV:
 | 
						|
				case SL::OP_ASSIGN_SHIFT_LEFT:
 | 
						|
				case SL::OP_ASSIGN_SHIFT_RIGHT:
 | 
						|
				case SL::OP_ASSIGN_BIT_AND:
 | 
						|
				case SL::OP_ASSIGN_BIT_OR:
 | 
						|
				case SL::OP_ASSIGN_BIT_XOR: {
 | 
						|
					code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true);
 | 
						|
					code += " ";
 | 
						|
					code += _opstr(op_node->op);
 | 
						|
					code += " ";
 | 
						|
					code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
				} break;
 | 
						|
 | 
						|
				case SL::OP_ASSIGN_MOD: {
 | 
						|
					code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true);
 | 
						|
					code += " = ";
 | 
						|
					code += "mod(";
 | 
						|
					code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true);
 | 
						|
					code += ", ";
 | 
						|
					code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
					code += ")";
 | 
						|
				} break;
 | 
						|
 | 
						|
				case SL::OP_BIT_INVERT:
 | 
						|
				case SL::OP_NEGATE:
 | 
						|
				case SL::OP_NOT:
 | 
						|
				case SL::OP_DECREMENT:
 | 
						|
				case SL::OP_INCREMENT: {
 | 
						|
					code += _opstr(op_node->op);
 | 
						|
					code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
				} break;
 | 
						|
 | 
						|
				case SL::OP_POST_DECREMENT:
 | 
						|
				case SL::OP_POST_INCREMENT: {
 | 
						|
					code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
					code += _opstr(op_node->op);
 | 
						|
				} break;
 | 
						|
 | 
						|
				case SL::OP_CALL:
 | 
						|
				case SL::OP_CONSTRUCT: {
 | 
						|
					ERR_FAIL_COND_V(op_node->arguments[0]->type != SL::Node::TYPE_VARIABLE, String());
 | 
						|
 | 
						|
					SL::VariableNode *var_node = (SL::VariableNode *)op_node->arguments[0];
 | 
						|
 | 
						|
					if (op_node->op == SL::OP_CONSTRUCT) {
 | 
						|
						code += var_node->name;
 | 
						|
					} else {
 | 
						|
 | 
						|
						if (var_node->name == "texture") {
 | 
						|
							// emit texture call
 | 
						|
 | 
						|
							if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2D) {
 | 
						|
								code += "texture2D";
 | 
						|
							} else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) {
 | 
						|
								code += "textureCube";
 | 
						|
							}
 | 
						|
 | 
						|
						} else if (var_node->name == "textureLod") {
 | 
						|
							// emit texture call
 | 
						|
 | 
						|
							if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLER2D) {
 | 
						|
								code += "texture2DLod";
 | 
						|
							} else if (op_node->arguments[1]->get_datatype() == SL::TYPE_SAMPLERCUBE) {
 | 
						|
								code += "textureCubeLod";
 | 
						|
							}
 | 
						|
 | 
						|
						} else if (var_node->name == "mix") {
 | 
						|
 | 
						|
							switch (op_node->arguments[3]->get_datatype()) {
 | 
						|
 | 
						|
								case SL::TYPE_BVEC2: {
 | 
						|
									code += "select2";
 | 
						|
								} break;
 | 
						|
 | 
						|
								case SL::TYPE_BVEC3: {
 | 
						|
									code += "select3";
 | 
						|
								} break;
 | 
						|
 | 
						|
								case SL::TYPE_BVEC4: {
 | 
						|
									code += "select4";
 | 
						|
								} break;
 | 
						|
 | 
						|
								case SL::TYPE_VEC2:
 | 
						|
								case SL::TYPE_VEC3:
 | 
						|
								case SL::TYPE_VEC4:
 | 
						|
								case SL::TYPE_FLOAT: {
 | 
						|
 | 
						|
									code += "mix";
 | 
						|
								} break;
 | 
						|
 | 
						|
								default: {
 | 
						|
									SL::DataType type = op_node->arguments[3]->get_datatype();
 | 
						|
									// FIXME: Proper error print or graceful handling
 | 
						|
									print_line(String("uhhhh invalid mix with type: ") + itos(type));
 | 
						|
								} break;
 | 
						|
							}
 | 
						|
 | 
						|
						} else if (p_default_actions.renames.has(var_node->name)) {
 | 
						|
							code += p_default_actions.renames[var_node->name];
 | 
						|
						} else if (internal_functions.has(var_node->name)) {
 | 
						|
							code += var_node->name;
 | 
						|
						} else {
 | 
						|
							code += _mkid(var_node->name);
 | 
						|
						}
 | 
						|
					}
 | 
						|
 | 
						|
					code += "(";
 | 
						|
 | 
						|
					for (int i = 1; i < op_node->arguments.size(); i++) {
 | 
						|
						if (i > 1) {
 | 
						|
							code += ", ";
 | 
						|
						}
 | 
						|
 | 
						|
						code += _dump_node_code(op_node->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
					}
 | 
						|
 | 
						|
					code += ")";
 | 
						|
 | 
						|
					if (p_default_actions.usage_defines.has(var_node->name) && !used_name_defines.has(var_node->name)) {
 | 
						|
						String define = p_default_actions.usage_defines[var_node->name];
 | 
						|
 | 
						|
						if (define.begins_with("@")) {
 | 
						|
							define = p_default_actions.usage_defines[define.substr(1, define.length())];
 | 
						|
						}
 | 
						|
 | 
						|
						r_gen_code.custom_defines.push_back(define.utf8());
 | 
						|
						used_name_defines.insert(var_node->name);
 | 
						|
					}
 | 
						|
 | 
						|
				} break;
 | 
						|
 | 
						|
				case SL::OP_INDEX: {
 | 
						|
					code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
					code += "[";
 | 
						|
					code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
					code += "]";
 | 
						|
				} break;
 | 
						|
 | 
						|
				case SL::OP_SELECT_IF: {
 | 
						|
					code += "(";
 | 
						|
					code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
					code += " ? ";
 | 
						|
					code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
					code += " : ";
 | 
						|
					code += _dump_node_code(op_node->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
					code += ")";
 | 
						|
				} break;
 | 
						|
 | 
						|
				case SL::OP_MOD: {
 | 
						|
 | 
						|
					code += "mod(float(";
 | 
						|
					code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
					code += "), float(";
 | 
						|
					code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
					code += "))";
 | 
						|
				} break;
 | 
						|
 | 
						|
				default: {
 | 
						|
					code += "(";
 | 
						|
					code += _dump_node_code(op_node->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
					code += " ";
 | 
						|
					code += _opstr(op_node->op);
 | 
						|
					code += " ";
 | 
						|
					code += _dump_node_code(op_node->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
					code += ")";
 | 
						|
				} break;
 | 
						|
			}
 | 
						|
		} break;
 | 
						|
 | 
						|
		case SL::Node::TYPE_CONTROL_FLOW: {
 | 
						|
			SL::ControlFlowNode *cf_node = (SL::ControlFlowNode *)p_node;
 | 
						|
 | 
						|
			if (cf_node->flow_op == SL::FLOW_OP_IF) {
 | 
						|
 | 
						|
				code += _mktab(p_level);
 | 
						|
				code += "if (";
 | 
						|
				code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
				code += ")\n";
 | 
						|
				code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
 | 
						|
				if (cf_node->blocks.size() == 2) {
 | 
						|
					code += _mktab(p_level);
 | 
						|
					code += "else\n";
 | 
						|
					code += _dump_node_code(cf_node->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
				}
 | 
						|
			} else if (cf_node->flow_op == SL::FLOW_OP_DO) {
 | 
						|
				code += _mktab(p_level);
 | 
						|
				code += "do";
 | 
						|
				code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
				code += _mktab(p_level);
 | 
						|
				code += "while (";
 | 
						|
				code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
				code += ");";
 | 
						|
			} else if (cf_node->flow_op == SL::FLOW_OP_WHILE) {
 | 
						|
				code += _mktab(p_level);
 | 
						|
				code += "while (";
 | 
						|
				code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
				code += ")\n";
 | 
						|
				code += _dump_node_code(cf_node->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
			} else if (cf_node->flow_op == SL::FLOW_OP_FOR) {
 | 
						|
 | 
						|
				code += _mktab(p_level);
 | 
						|
				code += "for (";
 | 
						|
				code += _dump_node_code(cf_node->blocks[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
				code += "; ";
 | 
						|
				code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
				code += "; ";
 | 
						|
				code += _dump_node_code(cf_node->expressions[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
				code += ")\n";
 | 
						|
 | 
						|
				code += _dump_node_code(cf_node->blocks[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
 | 
						|
			} else if (cf_node->flow_op == SL::FLOW_OP_RETURN) {
 | 
						|
				code += _mktab(p_level);
 | 
						|
				code += "return";
 | 
						|
 | 
						|
				if (cf_node->expressions.size()) {
 | 
						|
					code += " ";
 | 
						|
					code += _dump_node_code(cf_node->expressions[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
				}
 | 
						|
				code += ";\n";
 | 
						|
			} else if (cf_node->flow_op == SL::FLOW_OP_DISCARD) {
 | 
						|
				if (p_actions.usage_flag_pointers.has("DISCARD") && !used_flag_pointers.has("DISCARD")) {
 | 
						|
					*p_actions.usage_flag_pointers["DISCARD"] = true;
 | 
						|
					used_flag_pointers.insert("DISCARD");
 | 
						|
				}
 | 
						|
				code += "discard;";
 | 
						|
			} else if (cf_node->flow_op == SL::FLOW_OP_CONTINUE) {
 | 
						|
				code += "continue;";
 | 
						|
			} else if (cf_node->flow_op == SL::FLOW_OP_BREAK) {
 | 
						|
				code += "break;";
 | 
						|
			}
 | 
						|
		} break;
 | 
						|
 | 
						|
		case SL::Node::TYPE_MEMBER: {
 | 
						|
			SL::MemberNode *member_node = (SL::MemberNode *)p_node;
 | 
						|
			code += _dump_node_code(member_node->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 | 
						|
			code += ".";
 | 
						|
			code += member_node->name;
 | 
						|
		} break;
 | 
						|
	}
 | 
						|
 | 
						|
	return code.as_string();
 | 
						|
}
 | 
						|
 | 
						|
Error ShaderCompilerGLES2::compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
 | 
						|
 | 
						|
	Error err = parser.compile(p_code, ShaderTypes::get_singleton()->get_functions(p_mode), ShaderTypes::get_singleton()->get_modes(p_mode), ShaderTypes::get_singleton()->get_types());
 | 
						|
 | 
						|
	if (err != OK) {
 | 
						|
 | 
						|
		Vector<String> shader = p_code.split("\n");
 | 
						|
		for (int i = 0; i < shader.size(); i++) {
 | 
						|
			print_line(itos(i + 1) + " " + shader[i]);
 | 
						|
		}
 | 
						|
 | 
						|
		_err_print_error(NULL, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER);
 | 
						|
		return err;
 | 
						|
	}
 | 
						|
 | 
						|
	r_gen_code.custom_defines.clear();
 | 
						|
	r_gen_code.uniforms.clear();
 | 
						|
	r_gen_code.texture_uniforms.clear();
 | 
						|
	r_gen_code.texture_hints.clear();
 | 
						|
	r_gen_code.vertex = String();
 | 
						|
	r_gen_code.vertex_global = String();
 | 
						|
	r_gen_code.fragment = String();
 | 
						|
	r_gen_code.fragment_global = String();
 | 
						|
	r_gen_code.light = String();
 | 
						|
	r_gen_code.uses_fragment_time = false;
 | 
						|
	r_gen_code.uses_vertex_time = false;
 | 
						|
 | 
						|
	used_name_defines.clear();
 | 
						|
	used_rmode_defines.clear();
 | 
						|
	used_flag_pointers.clear();
 | 
						|
 | 
						|
	_dump_node_code(parser.get_shader(), 1, r_gen_code, *p_actions, actions[p_mode], false);
 | 
						|
 | 
						|
	return OK;
 | 
						|
}
 | 
						|
 | 
						|
ShaderCompilerGLES2::ShaderCompilerGLES2() {
 | 
						|
 | 
						|
	/** CANVAS ITEM SHADER **/
 | 
						|
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize";
 | 
						|
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] = "extra_matrix_instance";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom";
 | 
						|
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
 | 
						|
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_VEC"] = "shadow_vec";
 | 
						|
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_VEC"] = "#define SHADOW_VEC_USED\n";
 | 
						|
 | 
						|
	// Ported from GLES3
 | 
						|
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].usage_defines["sinh"] = "#define SINH_USED\n";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].usage_defines["cosh"] = "#define COSH_USED\n";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].usage_defines["tanh"] = "#define TANH_USED\n";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].usage_defines["asinh"] = "#define ASINH_USED\n";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].usage_defines["acosh"] = "#define ACOSH_USED\n";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].usage_defines["atanh"] = "#define ATANH_USED\n";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].usage_defines["determinant"] = "#define DETERMINANT_USED\n";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].usage_defines["transpose"] = "#define TRANSPOSE_USED\n";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].usage_defines["round"] = "#define ROUND_USED\n";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].usage_defines["inverse"] = "#define INVERSE_USED\n";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].usage_defines["isinf"] = "#define IS_INF_USED\n";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].usage_defines["isnan"] = "#define IS_NAN_USED\n";
 | 
						|
	actions[VS::SHADER_CANVAS_ITEM].usage_defines["trunc"] = "#define TRUNC_USED\n";
 | 
						|
 | 
						|
	/** SPATIAL SHADER **/
 | 
						|
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "projection_inverse_matrix";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
 | 
						|
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["POSITION"] = "position";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
 | 
						|
	// gl_InstanceID is not available in OpenGL ES 2.0
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0";
 | 
						|
 | 
						|
	//builtins
 | 
						|
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["TIME"] = "time";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size";
 | 
						|
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["RIM"] = "rim";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_texture";
 | 
						|
	// Defined in GLES3, but not available in GLES2
 | 
						|
	//actions[VS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
 | 
						|
 | 
						|
	//for light
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["LIGHT"] = "light";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
 | 
						|
	actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";
 | 
						|
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
 | 
						|
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["DEPTH_TEXTURE"] = "#define DEPTH_TEXTURE_USED\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
 | 
						|
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
 | 
						|
 | 
						|
	// Ported from GLES3
 | 
						|
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["sinh"] = "#define SINH_USED\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["cosh"] = "#define COSH_USED\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["tanh"] = "#define TANH_USED\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["asinh"] = "#define ASINH_USED\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["acosh"] = "#define ACOSH_USED\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["atanh"] = "#define ATANH_USED\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["determinant"] = "#define DETERMINANT_USED\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["transpose"] = "#define TRANSPOSE_USED\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["round"] = "#define ROUND_USED\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["inverse"] = "#define INVERSE_USED\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["isinf"] = "#define IS_INF_USED\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["isnan"] = "#define IS_NAN_USED\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].usage_defines["trunc"] = "#define TRUNC_USED\n";
 | 
						|
 | 
						|
	actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
 | 
						|
 | 
						|
	// Defined in GLES3, could be implemented in GLES2 too if there's a need for it
 | 
						|
	//actions[VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
 | 
						|
	// Defined in GLES3, might not be possible in GLES2 as gl_FrontFacing is not available
 | 
						|
	//actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
 | 
						|
	//actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
 | 
						|
 | 
						|
	bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
 | 
						|
 | 
						|
	if (!force_lambert) {
 | 
						|
		actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
 | 
						|
	}
 | 
						|
 | 
						|
	actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
 | 
						|
 | 
						|
	bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
 | 
						|
 | 
						|
	if (!force_blinn) {
 | 
						|
		actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
 | 
						|
	} else {
 | 
						|
		actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
 | 
						|
	}
 | 
						|
 | 
						|
	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
 | 
						|
	actions[VS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
 | 
						|
 | 
						|
	// No defines for particle shaders in GLES2, there are no GPU particles
 | 
						|
 | 
						|
	vertex_name = "vertex";
 | 
						|
	fragment_name = "fragment";
 | 
						|
	light_name = "light";
 | 
						|
	time_name = "TIME";
 | 
						|
 | 
						|
	List<String> func_list;
 | 
						|
 | 
						|
	ShaderLanguage::get_builtin_funcs(&func_list);
 | 
						|
 | 
						|
	for (List<String>::Element *E = func_list.front(); E; E = E->next()) {
 | 
						|
		internal_functions.insert(E->get());
 | 
						|
	}
 | 
						|
}
 |