godot-module-template/engine/tests/python_build/fixtures/gles3/vertex_fragment.out
2025-04-12 18:40:44 +02:00

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#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;
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);
}
};