#include "scene_shader_forward_clustered.h"
#include "core/config/project_settings.h"
#include "core/math/math_defs.h"
#include "render_forward_clustered.h"
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
usingnamespaceRendererSceneRenderImplementation;
void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { … }
bool SceneShaderForwardClustered::ShaderData::is_animated() const { … }
bool SceneShaderForwardClustered::ShaderData::casts_shadows() const { … }
RS::ShaderNativeSourceCode SceneShaderForwardClustered::ShaderData::get_native_source_code() const { … }
SceneShaderForwardClustered::ShaderData::ShaderData() : … { … }
SceneShaderForwardClustered::ShaderData::~ShaderData() { … }
RendererRD::MaterialStorage::ShaderData *SceneShaderForwardClustered::_create_shader_func() { … }
void SceneShaderForwardClustered::MaterialData::set_render_priority(int p_priority) { … }
void SceneShaderForwardClustered::MaterialData::set_next_pass(RID p_pass) { … }
bool SceneShaderForwardClustered::MaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { … }
SceneShaderForwardClustered::MaterialData::~MaterialData() { … }
RendererRD::MaterialStorage::MaterialData *SceneShaderForwardClustered::_create_material_func(ShaderData *p_shader) { … }
SceneShaderForwardClustered *SceneShaderForwardClustered::singleton = …;
SceneShaderForwardClustered::SceneShaderForwardClustered() { … }
SceneShaderForwardClustered::~SceneShaderForwardClustered() { … }
void SceneShaderForwardClustered::init(const String p_defines) { … }
void SceneShaderForwardClustered::set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants) { … }
void SceneShaderForwardClustered::enable_advanced_shader_group(bool p_needs_multiview) { … }