Cleanup and identify ShaderCompilerGLES[23] differences
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@ -806,9 +806,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_COLOR"] = "#define SHADOW_COLOR_USED\n";
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actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
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actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
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/** SPATIAL SHADER **/
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@ -831,7 +829,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
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actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
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// gl_InstanceID is not available in OpenGL ES 2.0
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actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0";
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actions[VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
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//builtins
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@ -863,8 +860,10 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
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actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
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actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
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actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer";
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actions[VS::SHADER_SPATIAL].renames["SIDE"] = "side";
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// Defined in GLES3, but not available in GLES2
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//actions[VS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth";
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actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
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actions[VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
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//for light
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actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view";
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@ -904,6 +903,12 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
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actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
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// Defined in GLES3, could be implemented in GLES2 too if there's a need for it
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//actions[VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
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// Defined in GLES3, might not be possible in GLES2 as gl_FrontFacing is not available
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//actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
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//actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
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bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
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if (!force_lambert) {
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@ -929,27 +934,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
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actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
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/* PARTICLES SHADER */
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actions[VS::SHADER_PARTICLES].renames["COLOR"] = "out_color";
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actions[VS::SHADER_PARTICLES].renames["VELOCITY"] = "out_velocity_active.xyz";
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actions[VS::SHADER_PARTICLES].renames["MASS"] = "mass";
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actions[VS::SHADER_PARTICLES].renames["ACTIVE"] = "shader_active";
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actions[VS::SHADER_PARTICLES].renames["RESTART"] = "restart";
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actions[VS::SHADER_PARTICLES].renames["CUSTOM"] = "out_custom";
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actions[VS::SHADER_PARTICLES].renames["TRANSFORM"] = "xform";
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actions[VS::SHADER_PARTICLES].renames["TIME"] = "time";
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actions[VS::SHADER_PARTICLES].renames["LIFETIME"] = "lifetime";
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actions[VS::SHADER_PARTICLES].renames["DELTA"] = "local_delta";
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actions[VS::SHADER_PARTICLES].renames["NUMBER"] = "particle_number";
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actions[VS::SHADER_PARTICLES].renames["INDEX"] = "index";
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actions[VS::SHADER_PARTICLES].renames["GRAVITY"] = "current_gravity";
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actions[VS::SHADER_PARTICLES].renames["EMISSION_TRANSFORM"] = "emission_transform";
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actions[VS::SHADER_PARTICLES].renames["RANDOM_SEED"] = "random_seed";
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actions[VS::SHADER_PARTICLES].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
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actions[VS::SHADER_PARTICLES].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
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actions[VS::SHADER_PARTICLES].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
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// No defines for particle shaders in GLES2, there are no GPU particles
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vertex_name = "vertex";
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fragment_name = "fragment";
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@ -963,9 +963,9 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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actions[VS::SHADER_PARTICLES].renames["EMISSION_TRANSFORM"] = "emission_transform";
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actions[VS::SHADER_PARTICLES].renames["RANDOM_SEED"] = "random_seed";
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actions[VS::SHADER_SPATIAL].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
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actions[VS::SHADER_PARTICLES].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
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actions[VS::SHADER_PARTICLES].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
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actions[VS::SHADER_PARTICLES].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
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vertex_name = "vertex";
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fragment_name = "fragment";
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