Add comments at the top of each built-in shader to ease debugging
When a shader error is printed about a built-in shader, the origin of the shader will now be recognizable immediately by looking at the top of the printed shader code.
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10 changed files with 38 additions and 0 deletions
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@ -683,6 +683,8 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
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default_shader = storage->shader_allocate();
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storage->shader_initialize(default_shader);
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storage->shader_set_code(default_shader, R"(
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// Default 3D material shader (clustered).
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shader_type spatial;
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void vertex() {
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@ -712,6 +714,8 @@ void fragment() {
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storage->shader_initialize(overdraw_material_shader);
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// Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
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storage->shader_set_code(overdraw_material_shader, R"(
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// 3D editor Overdraw debug draw mode shader (clustered).
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shader_type spatial;
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render_mode blend_add, unshaded;
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@ -673,6 +673,8 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
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default_shader = storage->shader_allocate();
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storage->shader_initialize(default_shader);
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storage->shader_set_code(default_shader, R"(
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// Default 3D material shader (mobile).
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shader_type spatial;
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void vertex() {
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@ -701,6 +703,8 @@ void fragment() {
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storage->shader_initialize(overdraw_material_shader);
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// Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
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storage->shader_set_code(overdraw_material_shader, R"(
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// 3D editor Overdraw debug draw mode shader (mobile).
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shader_type spatial;
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render_mode blend_add, unshaded;
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@ -2575,6 +2575,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
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storage->shader_initialize(default_canvas_group_shader);
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storage->shader_set_code(default_canvas_group_shader, R"(
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// Default CanvasGroup shader.
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shader_type canvas_item;
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void fragment() {
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@ -855,6 +855,8 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
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storage->shader_initialize(sky_shader.default_shader);
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storage->shader_set_code(sky_shader.default_shader, R"(
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// Default sky shader.
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shader_type sky;
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void sky() {
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@ -942,6 +944,8 @@ void sky() {
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storage->shader_initialize(sky_scene_state.fog_shader);
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storage->shader_set_code(sky_scene_state.fog_shader, R"(
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// Default clear color sky shader.
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shader_type sky;
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uniform vec4 clear_color;
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@ -9398,6 +9398,8 @@ RendererStorageRD::RendererStorageRD() {
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particles_shader.default_shader = shader_allocate();
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shader_initialize(particles_shader.default_shader);
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shader_set_code(particles_shader.default_shader, R"(
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// Default particles shader.
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shader_type particles;
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void process() {
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