Add 'engine/' from commit 'a8e37fc010'

git-subtree-dir: engine
git-subtree-mainline: b74841629e
git-subtree-split: a8e37fc010
This commit is contained in:
Sara Gerretsen 2026-03-13 11:22:19 +01:00
commit c3f9669b10
14113 changed files with 7458101 additions and 0 deletions

View file

@ -0,0 +1 @@
#define M_PI 3.14159265359

View file

@ -0,0 +1,34 @@
#include "_included.glsl"
#[modes]
mode_ninepatch = #define USE_NINEPATCH
/* clang-format off */
#[specializations]
DISABLE_LIGHTING = false
#[vertex]
precision highp float;
precision highp int;
/* clang-format on */
layout(location = 0) in highp vec3 vertex;
out highp vec4 position_interp;
void main() {
position_interp = vec4(vertex.x, 1, 0, 1);
}
#[fragment]
precision highp float;
precision highp int;
in highp vec4 position_interp;
void main() {
highp float depth = ((position_interp.z / position_interp.w) + 1.0);
frag_color = vec4(depth);
}

View file

@ -0,0 +1,64 @@
#include "drivers/gles3/shader_gles3.h"
class VertexFragmentShaderGLES3 : public ShaderGLES3 {
public:
enum ShaderVariant {
MODE_NINEPATCH,
};
enum Specializations {
DISABLE_LIGHTING = 1,
};
_FORCE_INLINE_ bool version_bind_shader(RID p_version, ShaderVariant p_variant, uint64_t p_specialization = 0) {
return _version_bind_shader(p_version, p_variant, p_specialization);
}
protected:
virtual void _init() override {
static const char **_uniform_strings = nullptr;
static const char *_variant_defines[] = {
"#define USE_NINEPATCH",
};
static TexUnitPair *_texunit_pairs = nullptr;
static UBOPair *_ubo_pairs = nullptr;
static Specialization _spec_pairs[] = {
{ "DISABLE_LIGHTING", false },
};
static const Feedback *_feedbacks = nullptr;
static const char _vertex_code[] = {
R"<!>(
precision highp float;
precision highp int;
/* clang-format on */
layout(location = 0) in highp vec3 vertex;
out highp vec4 position_interp;
void main() {
position_interp = vec4(vertex.x, 1, 0, 1);
}
)<!>"
};
static const char _fragment_code[] = {
R"<!>(
precision highp float;
precision highp int;
in highp vec4 position_interp;
void main() {
highp float depth = ((position_interp.z / position_interp.w) + 1.0);
frag_color = vec4(depth);
}
)<!>"
};
_setup(_vertex_code, _fragment_code, "VertexFragmentShaderGLES3",
0, _uniform_strings, 0, _ubo_pairs,
0, _feedbacks, 0, _texunit_pairs,
1, _spec_pairs, 1, _variant_defines);
}
};