initial commit, 4.5 stable
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This commit is contained in:
2025-09-16 20:46:46 -04:00
commit 9d30169a8d
13378 changed files with 7050105 additions and 0 deletions

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#define M_PI 3.14159265359

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#include "_included.glsl"
#[modes]
mode_ninepatch = #define USE_NINEPATCH
/* clang-format off */
#[specializations]
DISABLE_LIGHTING = false
#[vertex]
precision highp float;
precision highp int;
/* clang-format on */
layout(location = 0) in highp vec3 vertex;
out highp vec4 position_interp;
void main() {
position_interp = vec4(vertex.x, 1, 0, 1);
}
#[fragment]
precision highp float;
precision highp int;
in highp vec4 position_interp;
void main() {
highp float depth = ((position_interp.z / position_interp.w) + 1.0);
frag_color = vec4(depth);
}

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#include "drivers/gles3/shader_gles3.h"
class VertexFragmentShaderGLES3 : public ShaderGLES3 {
public:
enum ShaderVariant {
MODE_NINEPATCH,
};
enum Specializations {
DISABLE_LIGHTING = 1,
};
_FORCE_INLINE_ bool version_bind_shader(RID p_version, ShaderVariant p_variant, uint64_t p_specialization = 0) {
return _version_bind_shader(p_version, p_variant, p_specialization);
}
protected:
virtual void _init() override {
static const char **_uniform_strings = nullptr;
static const char *_variant_defines[] = {
"#define USE_NINEPATCH",
};
static TexUnitPair *_texunit_pairs = nullptr;
static UBOPair *_ubo_pairs = nullptr;
static Specialization _spec_pairs[] = {
{ "DISABLE_LIGHTING", false },
};
static const Feedback *_feedbacks = nullptr;
static const char _vertex_code[] = {
R"<!>(
precision highp float;
precision highp int;
/* clang-format on */
layout(location = 0) in highp vec3 vertex;
out highp vec4 position_interp;
void main() {
position_interp = vec4(vertex.x, 1, 0, 1);
}
)<!>"
};
static const char _fragment_code[] = {
R"<!>(
precision highp float;
precision highp int;
in highp vec4 position_interp;
void main() {
highp float depth = ((position_interp.z / position_interp.w) + 1.0);
frag_color = vec4(depth);
}
)<!>"
};
_setup(_vertex_code, _fragment_code, "VertexFragmentShaderGLES3",
0, _uniform_strings, 0, _ubo_pairs,
0, _feedbacks, 0, _texunit_pairs,
1, _spec_pairs, 1, _variant_defines);
}
};

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#define M_PI 3.14159265359

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#[compute]
#version 450
#VERSION_DEFINES
#include "_included.glsl"
void main() {
vec3 static_light = vec3(0, 1, 0);
}

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static const char compute_shader_glsl[] = {
R"<!>(#[compute]
#version 450
#VERSION_DEFINES
#define M_PI 3.14159265359
void main() {
vec3 static_light = vec3(0, 1, 0);
}
)<!>"
};

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#[versions]
lines = "#define MODE_LINES";
#[vertex]
#version 450
#VERSION_DEFINES
layout(location = 0) out vec3 uv_interp;
void main() {
#ifdef MODE_LINES
uv_interp = vec3(0, 0, 1);
#endif
}
#[fragment]
#version 450
#VERSION_DEFINES
#include "_included.glsl"
layout(location = 0) out vec4 dst_color;
void main() {
dst_color = vec4(1, 1, 0, 0);
}

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static const char vertex_fragment_shader_glsl[] = {
R"<!>(#[versions]
lines = "#define MODE_LINES";
#[vertex]
#version 450
#VERSION_DEFINES
layout(location = 0) out vec3 uv_interp;
void main() {
#ifdef MODE_LINES
uv_interp = vec3(0, 0, 1);
#endif
}
#[fragment]
#version 450
#VERSION_DEFINES
#define M_PI 3.14159265359
layout(location = 0) out vec4 dst_color;
void main() {
dst_color = vec4(1, 1, 0, 0);
}
)<!>"
};

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#define M_PI 3.14159265359

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#[compute]
#version 450
#VERSION_DEFINES
#define BLOCK_SIZE 8
#include "_included.glsl"
void main() {
uint t = BLOCK_SIZE + 1;
}

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#include "servers/rendering/renderer_rd/shader_rd.h"
class ComputeShaderRD : public ShaderRD {
public:
ComputeShaderRD() {
static const char *_vertex_code = nullptr;
static const char *_fragment_code = nullptr;
static const char _compute_code[] = {
R"<!>(
#version 450
#VERSION_DEFINES
#define BLOCK_SIZE 8
#define M_PI 3.14159265359
void main() {
uint t = BLOCK_SIZE + 1;
}
)<!>"
};
setup(_vertex_code, _fragment_code, _compute_code, "ComputeShaderRD");
}
};

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#[vertex]
#version 450
#VERSION_DEFINES
#include "_included.glsl"
layout(location = 0) out vec2 uv_interp;
void main() {
uv_interp = vec2(0, 1);
}
#[fragment]
#version 450
#VERSION_DEFINES
layout(location = 0) in vec2 uv_interp;
void main() {
uv_interp = vec2(1, 0);
}

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#include "servers/rendering/renderer_rd/shader_rd.h"
class VertexFragmentShaderRD : public ShaderRD {
public:
VertexFragmentShaderRD() {
static const char _vertex_code[] = {
R"<!>(
#version 450
#VERSION_DEFINES
#define M_PI 3.14159265359
layout(location = 0) out vec2 uv_interp;
void main() {
uv_interp = vec2(0, 1);
}
)<!>"
};
static const char _fragment_code[] = {
R"<!>(
#version 450
#VERSION_DEFINES
layout(location = 0) in vec2 uv_interp;
void main() {
uv_interp = vec2(1, 0);
}
)<!>"
};
static const char *_compute_code = nullptr;
setup(_vertex_code, _fragment_code, _compute_code, "VertexFragmentShaderRD");
}
};