feat: erased accidentally added engine files
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f0fc98b2b8
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202693b275
12525 changed files with 0 additions and 6255369 deletions
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#define M_PI 3.14159265359
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#include "_included.glsl"
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#[modes]
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mode_ninepatch = #define USE_NINEPATCH
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#[specializations]
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DISABLE_LIGHTING = false
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#[vertex]
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precision highp float;
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precision highp int;
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layout(location = 0) in highp vec3 vertex;
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out highp vec4 position_interp;
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void main() {
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position_interp = vec4(vertex.x,1,0,1);
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}
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#[fragment]
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precision highp float;
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precision highp int;
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in highp vec4 position_interp;
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void main() {
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highp float depth = ((position_interp.z / position_interp.w) + 1.0);
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frag_color = vec4(depth);
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}
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@ -1,64 +0,0 @@
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#include "drivers/gles3/shader_gles3.h"
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class VertexFragmentShaderGLES3 : public ShaderGLES3 {
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public:
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enum ShaderVariant {
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MODE_NINEPATCH,
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};
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enum Specializations {
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DISABLE_LIGHTING = 1,
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};
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_FORCE_INLINE_ bool version_bind_shader(RID p_version, ShaderVariant p_variant, uint64_t p_specialization = 0) {
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return _version_bind_shader(p_version, p_variant, p_specialization);
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}
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protected:
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virtual void _init() override {
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static const char **_uniform_strings = nullptr;
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static const char *_variant_defines[] = {
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"#define USE_NINEPATCH",
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};
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static TexUnitPair *_texunit_pairs = nullptr;
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static UBOPair *_ubo_pairs = nullptr;
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static Specialization _spec_pairs[] = {
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{ "DISABLE_LIGHTING", false },
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};
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static const Feedback *_feedbacks = nullptr;
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static const char _vertex_code[] = {
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R"<!>(
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precision highp float;
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precision highp int;
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layout(location = 0) in highp vec3 vertex;
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out highp vec4 position_interp;
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void main() {
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position_interp = vec4(vertex.x,1,0,1);
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}
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)<!>"
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};
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static const char _fragment_code[] = {
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R"<!>(
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precision highp float;
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precision highp int;
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in highp vec4 position_interp;
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void main() {
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highp float depth = ((position_interp.z / position_interp.w) + 1.0);
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frag_color = vec4(depth);
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}
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)<!>"
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};
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_setup(_vertex_code, _fragment_code, "VertexFragmentShaderGLES3",
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0, _uniform_strings, 0, _ubo_pairs,
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0, _feedbacks, 0, _texunit_pairs,
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1, _spec_pairs, 1, _variant_defines);
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}
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};
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