-corrected frac() and hyperbolic sin,cos,tan when running on PC (GLSL120), fixes #1775
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@ -431,6 +431,42 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
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// code="get_texpos(gl_ProjectionMatrixInverse * texture2D( depth_texture, clamp(("+dump_node_code(onode->arguments[1],p_level)+").xy,vec2(0.0),vec2(1.0))*gl_LightSource[5].specular.zw+gl_LightSource[5].specular.xy)";
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//code="(texture2D( screen_texture, ("+dump_node_code(onode->arguments[1],p_level)+").xy).rgb";
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break;
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} else if (custom_h && callfunc=="cosh_custom") {
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if (!cosh_used) {
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global_code= "float cosh_custom(float val)\n"\
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"{\n"\
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" float tmp = exp(val);\n"\
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" float cosH = (tmp + 1.0 / tmp) / 2.0;\n"\
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" return cosH;\n"\
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"}\n"+global_code;
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cosh_used=true;
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}
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code="cosh_custom("+dump_node_code(onode->arguments[1],p_level)+"";
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} else if (custom_h && callfunc=="sinh_custom") {
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if (!sinh_used) {
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global_code= "float sinh_custom(float val)\n"\
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"{\n"\
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" float tmp = exp(val);\n"\
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" float sinH = (tmp - 1.0 / tmp) / 2.0;\n"\
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" return sinH;\n"\
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"}\n"+global_code;
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sinh_used=true;
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}
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code="sinh_custom("+dump_node_code(onode->arguments[1],p_level)+"";
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} else if (custom_h && callfunc=="tanh_custom") {
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if (!tanh_used) {
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global_code= "float tanh_custom(float val)\n"\
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"{\n"\
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" float tmp = exp(val);\n"\
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" float tanH = (tmp - 1.0 / tmp) / (tmp + 1.0 / tmp);\n"\
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" return tanH;\n"\
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"}\n"+global_code;
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tanh_used=true;
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}
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code="tanh_custom("+dump_node_code(onode->arguments[1],p_level)+"";
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} else {
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@ -634,6 +670,9 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
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r_flags.use_var2_interp=false;
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r_flags.uses_normalmap=false;
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r_flags.uses_normal=false;
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sinh_used=false;
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tanh_used=false;
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cosh_used=false;
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String error;
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int errline,errcol;
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@ -662,12 +701,18 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
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r_flags.uses_shadow_color=uses_shadow_color;
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r_code_line=code;
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r_globals_line=global_code;
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return OK;
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}
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ShaderCompilerGLES2::ShaderCompilerGLES2() {
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#ifdef GLEW_ENABLED
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//use custom functions because they are not supported in GLSL120
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custom_h=true;
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#else
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custom_h=false;
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#endif
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replace_table["bool"]= "bool";
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replace_table["float" ]= "float";
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replace_table["vec2" ]= "vec2";
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@ -686,9 +731,17 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
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replace_table["acos" ]= "acos";
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replace_table["atan" ]= "atan";
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replace_table["atan2"]= "atan";
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replace_table["sinh" ]= "sinh";
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replace_table["cosh" ]= "cosh";
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replace_table["tanh" ]= "tanh";
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if (custom_h) {
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replace_table["sinh" ]= "sinh_custom";
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replace_table["cosh" ]= "cosh_custom";
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replace_table["tanh" ]= "tanh_custom";
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} else {
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replace_table["sinh" ]= "sinh";
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replace_table["cosh" ]= "cosh";
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replace_table["tanh" ]= "tanh";
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}
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replace_table["pow" ]= "pow";
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replace_table["exp" ]= "exp";
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replace_table["log" ]= "log";
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@ -56,6 +56,13 @@ private:
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bool uses_worldvec;
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bool vertex_code_writes_vertex;
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bool uses_shadow_color;
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bool sinh_used;
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bool tanh_used;
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bool cosh_used;
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bool custom_h;
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Flags *flags;
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StringName vname_discard;
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@ -2160,7 +2160,7 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
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"floor($)",
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"round($)",
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"ceil($)",
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"frac($)",
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"fract($)",
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"min(max($,0),1)",
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"-($)",
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};
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