feat: godot-engine-source-4.3-stable
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11149 changed files with 5070401 additions and 0 deletions
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#define M_PI 3.14159265359
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13
engine/tests/python_build/fixtures/rd_glsl/compute.glsl
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13
engine/tests/python_build/fixtures/rd_glsl/compute.glsl
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#[compute]
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#version 450
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#VERSION_DEFINES
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#define BLOCK_SIZE 8
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#include "_included.glsl"
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void main() {
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uint t = BLOCK_SIZE + 1;
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}
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/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */
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#ifndef COMPUTE_GLSL_GEN_H_RD
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#define COMPUTE_GLSL_GEN_H_RD
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#include "servers/rendering/renderer_rd/shader_rd.h"
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class ComputeShaderRD : public ShaderRD {
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public:
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ComputeShaderRD() {
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static const char _compute_code[] = {
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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
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};
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setup(nullptr, nullptr, _compute_code, "ComputeShaderRD");
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}
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};
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#endif
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{
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"vertex_lines": [],
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"fragment_lines": [],
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"compute_lines": [
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"",
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"#version 450",
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"",
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"#VERSION_DEFINES",
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"",
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"#define BLOCK_SIZE 8",
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"",
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"#define M_PI 3.14159265359",
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"",
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"void main() {",
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"\tuint t = BLOCK_SIZE + 1;",
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"}"
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],
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"vertex_included_files": [],
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"fragment_included_files": [],
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"compute_included_files": [
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"tests/python_build/fixtures/rd_glsl/_included.glsl"
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],
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"reading": "compute",
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"line_offset": 13,
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"vertex_offset": 0,
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"fragment_offset": 0,
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"compute_offset": 1
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}
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#[vertex]
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#version 450
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#VERSION_DEFINES
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#include "_included.glsl"
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layout(location = 0) out vec2 uv_interp;
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void main() {
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uv_interp = vec2(0, 1);
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}
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#[fragment]
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#version 450
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#VERSION_DEFINES
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layout(location = 0) in vec2 uv_interp;
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void main() {
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uv_interp = vec2(1, 0);
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}
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/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */
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#ifndef VERTEX_FRAGMENT_GLSL_GEN_H_RD
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#define VERTEX_FRAGMENT_GLSL_GEN_H_RD
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#include "servers/rendering/renderer_rd/shader_rd.h"
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class VertexFragmentShaderRD : public ShaderRD {
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public:
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VertexFragmentShaderRD() {
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static const char _vertex_code[] = {
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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
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};
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static const char _fragment_code[] = {
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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
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};
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setup(_vertex_code, _fragment_code, nullptr, "VertexFragmentShaderRD");
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}
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};
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#endif
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@ -0,0 +1,40 @@
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{
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"vertex_lines": [
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"",
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"#version 450",
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"",
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"#VERSION_DEFINES",
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"",
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"#define M_PI 3.14159265359",
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"",
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"layout(location = 0) out vec2 uv_interp;",
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"",
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"void main() {",
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"\tuv_interp = vec2(0, 1);",
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"}",
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""
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],
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"fragment_lines": [
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"",
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"#version 450",
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"",
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"#VERSION_DEFINES",
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"",
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"layout(location = 0) in vec2 uv_interp;",
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"",
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"void main() {",
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"\tuv_interp = vec2(1, 0);",
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"}"
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],
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"compute_lines": [],
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"vertex_included_files": [
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"tests/python_build/fixtures/rd_glsl/_included.glsl"
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],
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"fragment_included_files": [],
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"compute_included_files": [],
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"reading": "fragment",
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"line_offset": 25,
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"vertex_offset": 1,
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"fragment_offset": 15,
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"compute_offset": 0
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}
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