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shader_type spatial; |
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render_mode wireframe; |
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|
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const lowp vec3 v[1] = lowp vec3[1] ( vec3(0, 0, 1) ); |
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|
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void fn() { |
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// The required amount of scalars |
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vec4 a0 = vec4(0.0, 1.0, 2.0, 3.0); |
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// Complementary vectors and/or scalars |
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vec4 a1 = vec4(vec2(0.0, 1.0), vec2(2.0, 3.0)); |
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vec4 a2 = vec4(vec3(0.0, 1.0, 2.0), 3.0); |
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// A single scalar for the whole vector |
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vec4 a3 = vec4(0.0); |
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|
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mat2 m2 = mat2(vec2(1.0, 0.0), vec2(0.0, 1.0)); |
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mat3 m3 = mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, 0.0, 1.0)); |
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mat4 identity = mat4(1.0); |
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|
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mat3 basis = mat3(identity); |
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mat4 m4 = mat4(basis); |
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mat2 m2a = mat2(m4); |
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|
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vec4 a = vec4(0.0, 1.0, 2.0, 3.0); |
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vec3 b = a.rgb; // Creates a vec3 with vec4 components. |
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vec3 b1 = a.ggg; // Also valid; creates a vec3 and fills it with a single vec4 component. |
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vec3 b2 = a.bgr; // "b" will be vec3(2.0, 1.0, 0.0). |
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vec3 b3 = a.xyz; // Also rgba, xyzw are equivalent. |
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vec3 b4 = a.stp; // And stpq (for texture coordinates). |
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b.bgr = a.rgb; // Valid assignment. "b"'s "blue" component will be "a"'s "red" and vice versa. |
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|
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lowp vec4 v0 = vec4(0.0, 1.0, 2.0, 3.0); // low precision, usually 8 bits per component mapped to 0-1 |
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mediump vec4 v1 = vec4(0.0, 1.0, 2.0, 3.0); // medium precision, usually 16 bits or half float |
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highp vec4 v2 = vec4(0.0, 1.0, 2.0, 3.0); // high precision, uses full float or integer range (default) |
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|
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const vec2 aa = vec2(0.0, 1.0); |
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vec2 bb; |
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bb = aa; // valid |
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|
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const vec2 V1 = vec2(1, 1), V2 = vec2(2, 2); |
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|
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float fa = 1.0; |
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float fb = 1.0f; |
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float fc = 1e-1; |
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|
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uint ua = 1u; |
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uint ub = uint(1); |
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|
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bool cond = false; |
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// `if` and `else`. |
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if (cond) { |
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} else { |
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} |
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// Ternary operator. |
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// This is an expression that behaves like `if`/`else` and returns the value. |
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// If `cond` evaluates to `true`, `result` will be `9`. |
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// Otherwise, `result` will be `5`. |
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int i, result = cond ? 9 : 5; |
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// `switch`. |
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switch (i) { // `i` should be a signed integer expression. |
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case -1: |
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break; |
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case 0: |
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return; // `break` or `return` to avoid running the next `case`. |
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case 1: // Fallthrough (no `break` or `return`): will run the next `case`. |
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case 2: |
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break; |
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//... |
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default: // Only run if no `case` above matches. Optional. |
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break; |
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} |
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// `for` loop. Best used when the number of elements to iterate on |
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// is known in advance. |
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for (int i = 0; i < 10; i++) { |
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} |
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// `while` loop. Best used when the number of elements to iterate on |
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// is not known in advance. |
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while (cond) { |
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} |
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// `do while`. Like `while`, but always runs at least once even if `cond` |
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// never evaluates to `true`. |
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do { |
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} while (cond); |
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} |
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|
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const float PI_ = 3.14159265358979323846; |
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|
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struct PointLight { |
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vec3 position; |
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vec3 color; |
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float intensity; |
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}; |
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|
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struct Scene { |
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PointLight lights[2]; |
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}; |
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|
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// from https://github.com/godotengine/godot-vscode-plugin/blob/cdc550a412dfffd26dfe7351e429b73c819d68d0/syntaxes/examples/example2.gdshader |