/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */ #ifndef VERTEX_FRAGMENT_GLSL_GEN_HGLES3_GLES3 #define VERTEX_FRAGMENT_GLSL_GEN_HGLES3_GLES3 #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; 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); } }; #endif