godot/scene/resources/shader.cpp

/**************************************************************************/
/*  shader.cpp                                                            */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/* a copy of this software and associated documentation files (the        */
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/* distribute, sublicense, and/or sell copies of the Software, and to     */
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#include "shader.h"
#include "shader.compat.inc"

#include "core/io/file_access.h"
#include "scene/main/scene_tree.h"
#include "servers/rendering/shader_language.h"
#include "servers/rendering/shader_preprocessor.h"
#include "servers/rendering_server.h"
#include "texture.h"

#ifdef TOOLS_ENABLED
#include "editor/editor_help.h"

#include "modules/modules_enabled.gen.h" // For regex.
#ifdef MODULE_REGEX_ENABLED
#include "modules/regex/regex.h"
#endif
#endif

Shader::Mode Shader::get_mode() const {}

void Shader::_check_shader_rid() const {}

void Shader::_dependency_changed() {}

void Shader::_recompile() {}

void Shader::set_path(const String &p_path, bool p_take_over) {}

void Shader::set_include_path(const String &p_path) {}

void Shader::set_code(const String &p_code) {}

String Shader::get_code() const {}

void Shader::inspect_native_shader_code() {}

void Shader::get_shader_uniform_list(List<PropertyInfo> *p_params, bool p_get_groups) const {}

RID Shader::get_rid() const {}

void Shader::set_default_texture_parameter(const StringName &p_name, const Ref<Texture> &p_texture, int p_index) {}

Ref<Texture> Shader::get_default_texture_parameter(const StringName &p_name, int p_index) const {}

void Shader::get_default_texture_parameter_list(List<StringName> *r_textures) const {}

bool Shader::is_text_shader() const {}

void Shader::_update_shader() const {}

Array Shader::_get_shader_uniform_list(bool p_get_groups) {}

void Shader::_bind_methods() {}

Shader::Shader() {}

Shader::~Shader() {}

////////////

Ref<Resource> ResourceFormatLoaderShader::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {}

void ResourceFormatLoaderShader::get_recognized_extensions(List<String> *p_extensions) const {}

bool ResourceFormatLoaderShader::handles_type(const String &p_type) const {}

String ResourceFormatLoaderShader::get_resource_type(const String &p_path) const {}

Error ResourceFormatSaverShader::save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags) {}

void ResourceFormatSaverShader::get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const {}

bool ResourceFormatSaverShader::recognize(const Ref<Resource> &p_resource) const {}