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- /* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */
- #ifndef VERTEX_FRAGMENT_GLSL_GEN_HGLES3_GLES3
- #define VERTEX_FRAGMENT_GLSL_GEN_HGLES3_GLES3
- #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);
- }
- };
- #endif
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