feat: godot-engine-source-4.3-stable

This commit is contained in:
Jan van der Weide 2025-01-17 16:36:38 +01:00
parent c59a7dcade
commit 7125d019b5
11149 changed files with 5070401 additions and 0 deletions

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#define M_PI 3.14159265359

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#[compute]
#version 450
#VERSION_DEFINES
#define BLOCK_SIZE 8
#include "_included.glsl"
void main() {
uint t = BLOCK_SIZE + 1;
}

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/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */
#ifndef COMPUTE_GLSL_GEN_H_RD
#define COMPUTE_GLSL_GEN_H_RD
#include "servers/rendering/renderer_rd/shader_rd.h"
class ComputeShaderRD : public ShaderRD {
public:
ComputeShaderRD() {
static const char _compute_code[] = {
10,35,118,101,114,115,105,111,110,32,52,53,48,10,10,35,86,69,82,83,73,79,78,95,68,69,70,73,78,69,83,10,10,35,100,101,102,105,110,101,32,66,76,79,67,75,95,83,73,90,69,32,56,10,10,35,100,101,102,105,110,101,32,77,95,80,73,32,51,46,49,52,49,53,57,50,54,53,51,53,57,10,10,118,111,105,100,32,109,97,105,110,40,41,32,123,10,9,117,105,110,116,32,116,32,61,32,66,76,79,67,75,95,83,73,90,69,32,43,32,49,59,10,125,10,0
};
setup(nullptr, nullptr, _compute_code, "ComputeShaderRD");
}
};
#endif

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"void main() {",
"\tuint t = BLOCK_SIZE + 1;",
"}"
],
"vertex_included_files": [],
"fragment_included_files": [],
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],
"reading": "compute",
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"compute_offset": 1
}

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#[vertex]
#version 450
#VERSION_DEFINES
#include "_included.glsl"
layout(location = 0) out vec2 uv_interp;
void main() {
uv_interp = vec2(0, 1);
}
#[fragment]
#version 450
#VERSION_DEFINES
layout(location = 0) in vec2 uv_interp;
void main() {
uv_interp = vec2(1, 0);
}

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/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */
#ifndef VERTEX_FRAGMENT_GLSL_GEN_H_RD
#define VERTEX_FRAGMENT_GLSL_GEN_H_RD
#include "servers/rendering/renderer_rd/shader_rd.h"
class VertexFragmentShaderRD : public ShaderRD {
public:
VertexFragmentShaderRD() {
static const char _vertex_code[] = {
10,35,118,101,114,115,105,111,110,32,52,53,48,10,10,35,86,69,82,83,73,79,78,95,68,69,70,73,78,69,83,10,10,35,100,101,102,105,110,101,32,77,95,80,73,32,51,46,49,52,49,53,57,50,54,53,51,53,57,10,10,108,97,121,111,117,116,40,108,111,99,97,116,105,111,110,32,61,32,48,41,32,111,117,116,32,118,101,99,50,32,117,118,95,105,110,116,101,114,112,59,10,10,118,111,105,100,32,109,97,105,110,40,41,32,123,10,9,117,118,95,105,110,116,101,114,112,32,61,32,118,101,99,50,40,48,44,32,49,41,59,10,125,10,10,0
};
static const char _fragment_code[] = {
10,35,118,101,114,115,105,111,110,32,52,53,48,10,10,35,86,69,82,83,73,79,78,95,68,69,70,73,78,69,83,10,10,108,97,121,111,117,116,40,108,111,99,97,116,105,111,110,32,61,32,48,41,32,105,110,32,118,101,99,50,32,117,118,95,105,110,116,101,114,112,59,10,10,118,111,105,100,32,109,97,105,110,40,41,32,123,10,9,117,118,95,105,110,116,101,114,112,32,61,32,118,101,99,50,40,49,44,32,48,41,59,10,125,10,0
};
setup(_vertex_code, _fragment_code, nullptr, "VertexFragmentShaderRD");
}
};
#endif

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"}",
""
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"}"
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