Refactor GLSL shader compilation

-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
This commit is contained in:
reduz
2021-04-13 17:01:43 -03:00
parent 8ce0fb0a94
commit d3b49c416a
64 changed files with 415 additions and 804 deletions

View File

@@ -7,7 +7,7 @@ triangles = "#define MODE_TRIANGLES";
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#include "lm_common_inc.glsl"
@@ -74,7 +74,7 @@ void main() {
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#include "lm_common_inc.glsl"

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@@ -10,7 +10,7 @@ light_probes = "#define MODE_LIGHT_PROBES";
#version 450
VERSION_DEFINES
#VERSION_DEFINES
// One 2D local group focusing in one layer at a time, though all
// in parallel (no barriers) makes more sense than a 3D local group

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@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#include "lm_common_inc.glsl"
@@ -56,7 +56,7 @@ void main() {
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#include "lm_common_inc.glsl"