godot/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp

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/*  scene_shader_forward_clustered.cpp                                    */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#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) {}