feat: godot-engine-source-4.3-stable
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32
engine/drivers/gles3/shaders/SCsub
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32
engine/drivers/gles3/shaders/SCsub
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#!/usr/bin/env python
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Import("env")
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if "GLES3_GLSL" in env["BUILDERS"]:
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# find all include files
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gl_include_files = [str(f) for f in Glob("*_inc.glsl")]
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# find all shader code(all glsl files excluding our include files)
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glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
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# make sure we recompile shaders if include files change
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env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#gles3_builders.py"])
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# compile shaders
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# as we have a few, not yet, converted files we name the ones we want to include:
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env.GLES3_GLSL("canvas.glsl")
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env.GLES3_GLSL("scene.glsl")
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env.GLES3_GLSL("sky.glsl")
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env.GLES3_GLSL("canvas_occlusion.glsl")
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env.GLES3_GLSL("canvas_sdf.glsl")
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env.GLES3_GLSL("particles.glsl")
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env.GLES3_GLSL("particles_copy.glsl")
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env.GLES3_GLSL("skeleton.glsl")
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# once we finish conversion we can introduce this to cover all files:
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# for glsl_file in glsl_files:
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# env.GLES3_GLSL(glsl_file)
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SConscript("effects/SCsub")
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