Selaa lähdekoodia

Refactor GLSL shader compilation

-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
reduz 4 vuotta sitten
vanhempi
commit
d3b49c416a
64 muutettua tiedostoa jossa 409 lisäystä ja 798 poistoa
  1. 2 2
      editor/plugins/shader_editor_plugin.cpp
  2. 1 1
      editor/plugins/visual_shader_editor_plugin.cpp
  3. 2 2
      modules/lightmapper_rd/lm_blendseams.glsl
  4. 1 1
      modules/lightmapper_rd/lm_compute.glsl
  5. 2 2
      modules/lightmapper_rd/lm_raster.glsl
  6. 1 1
      scene/resources/particles_material.cpp
  7. 3 3
      scene/resources/sky_material.cpp
  8. 4 1
      servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
  9. 4 1
      servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
  10. 4 3
      servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
  11. 3 3
      servers/rendering/renderer_rd/renderer_storage_rd.cpp
  12. 30 53
      servers/rendering/renderer_rd/shader_compiler_rd.cpp
  13. 12 11
      servers/rendering/renderer_rd/shader_compiler_rd.h
  14. 123 278
      servers/rendering/renderer_rd/shader_rd.cpp
  15. 36 24
      servers/rendering/renderer_rd/shader_rd.h
  16. 1 1
      servers/rendering/renderer_rd/shaders/bokeh_dof.glsl
  17. 24 34
      servers/rendering/renderer_rd/shaders/canvas.glsl
  18. 2 2
      servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl
  19. 1 1
      servers/rendering/renderer_rd/shaders/canvas_sdf.glsl
  20. 1 1
      servers/rendering/renderer_rd/shaders/cluster_debug.glsl
  21. 2 2
      servers/rendering/renderer_rd/shaders/cluster_render.glsl
  22. 1 1
      servers/rendering/renderer_rd/shaders/cluster_store.glsl
  23. 1 1
      servers/rendering/renderer_rd/shaders/copy.glsl
  24. 2 2
      servers/rendering/renderer_rd/shaders/copy_to_fb.glsl
  25. 2 2
      servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
  26. 1 1
      servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl
  27. 1 1
      servers/rendering/renderer_rd/shaders/cubemap_filter.glsl
  28. 1 1
      servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
  29. 1 1
      servers/rendering/renderer_rd/shaders/gi.glsl
  30. 1 1
      servers/rendering/renderer_rd/shaders/giprobe.glsl
  31. 2 2
      servers/rendering/renderer_rd/shaders/giprobe_debug.glsl
  32. 1 1
      servers/rendering/renderer_rd/shaders/giprobe_sdf.glsl
  33. 1 1
      servers/rendering/renderer_rd/shaders/giprobe_write.glsl
  34. 1 1
      servers/rendering/renderer_rd/shaders/luminance_reduce.glsl
  35. 7 15
      servers/rendering/renderer_rd/shaders/particles.glsl
  36. 1 1
      servers/rendering/renderer_rd/shaders/particles_copy.glsl
  37. 1 1
      servers/rendering/renderer_rd/shaders/resolve.glsl
  38. 1 1
      servers/rendering/renderer_rd/shaders/roughness_limiter.glsl
  39. 17 37
      servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
  40. 1 1
      servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
  41. 1 1
      servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl
  42. 1 1
      servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl
  43. 1 1
      servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
  44. 2 2
      servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl
  45. 1 1
      servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
  46. 0 182
      servers/rendering/renderer_rd/shaders/sdfgi_fields.glsl
  47. 1 1
      servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
  48. 1 1
      servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
  49. 1 1
      servers/rendering/renderer_rd/shaders/skeleton.glsl
  50. 6 26
      servers/rendering/renderer_rd/shaders/sky.glsl
  51. 1 1
      servers/rendering/renderer_rd/shaders/sort.glsl
  52. 2 2
      servers/rendering/renderer_rd/shaders/specular_merge.glsl
  53. 1 1
      servers/rendering/renderer_rd/shaders/ssao.glsl
  54. 1 1
      servers/rendering/renderer_rd/shaders/ssao_blur.glsl
  55. 1 1
      servers/rendering/renderer_rd/shaders/ssao_downsample.glsl
  56. 1 1
      servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
  57. 1 1
      servers/rendering/renderer_rd/shaders/ssao_interleave.glsl
  58. 1 1
      servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl
  59. 2 2
      servers/rendering/renderer_rd/shaders/tonemap.glsl
  60. 1 1
      servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
  61. 17 29
      servers/rendering/shader_language.cpp
  62. 17 3
      servers/rendering/shader_language.h
  63. 44 37
      servers/rendering/shader_types.cpp
  64. 1 1
      tests/test_shader_lang.cpp

+ 2 - 2
editor/plugins/shader_editor_plugin.cpp

@@ -205,7 +205,7 @@ void ShaderTextEditor::_code_complete_script(const String &p_code, List<ScriptCo
 	ShaderLanguage sl;
 	String calltip;
 
-	sl.complete(p_code, ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types(), _get_global_variable_type, r_options, calltip);
+	sl.complete(p_code, ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader->get_mode())), ShaderLanguage::VaryingFunctionNames(), ShaderTypes::get_singleton()->get_types(), _get_global_variable_type, r_options, calltip);
 
 	get_text_editor()->set_code_hint(calltip);
 }
@@ -219,7 +219,7 @@ void ShaderTextEditor::_validate_script() {
 
 	ShaderLanguage sl;
 
-	Error err = sl.compile(code, ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_types(), _get_global_variable_type);
+	Error err = sl.compile(code, ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader->get_mode())), ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader->get_mode())), ShaderLanguage::VaryingFunctionNames(), ShaderTypes::get_singleton()->get_types(), _get_global_variable_type);
 
 	if (err != OK) {
 		String error_text = "error(" + itos(sl.get_error_line()) + "): " + sl.get_error_text();

+ 1 - 1
editor/plugins/visual_shader_editor_plugin.cpp

@@ -3398,7 +3398,7 @@ void VisualShaderEditor::_update_preview() {
 
 	ShaderLanguage sl;
 
-	Error err = sl.compile(code, ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(visual_shader->get_mode())), ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(visual_shader->get_mode())), ShaderTypes::get_singleton()->get_types(), _get_global_variable_type);
+	Error err = sl.compile(code, ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(visual_shader->get_mode())), ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(visual_shader->get_mode())), ShaderLanguage::VaryingFunctionNames(), ShaderTypes::get_singleton()->get_types(), _get_global_variable_type);
 
 	for (int i = 0; i < preview_text->get_line_count(); i++) {
 		preview_text->set_line_as_marked(i, false);

+ 2 - 2
modules/lightmapper_rd/lm_blendseams.glsl

@@ -7,7 +7,7 @@ triangles = "#define MODE_TRIANGLES";
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 #include "lm_common_inc.glsl"
 
@@ -74,7 +74,7 @@ void main() {
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 #include "lm_common_inc.glsl"
 

+ 1 - 1
modules/lightmapper_rd/lm_compute.glsl

@@ -10,7 +10,7 @@ light_probes = "#define MODE_LIGHT_PROBES";
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 // One 2D local group focusing in one layer at a time, though all
 // in parallel (no barriers) makes more sense than a 3D local group

+ 2 - 2
modules/lightmapper_rd/lm_raster.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 #include "lm_common_inc.glsl"
 
@@ -56,7 +56,7 @@ void main() {
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 #include "lm_common_inc.glsl"
 

+ 1 - 1
scene/resources/particles_material.cpp

@@ -289,7 +289,7 @@ void ParticlesMaterial::_update_shader() {
 	code += "}\n";
 	code += "\n";
 
-	code += "void compute() {\n";
+	code += "void process() {\n";
 	code += "	uint base_number = NUMBER;\n";
 	code += "	uint alt_seed = hash(base_number + uint(1) + RANDOM_SEED);\n";
 	code += "	float angle_rand = rand_from_seed(alt_seed);\n";

+ 3 - 3
scene/resources/sky_material.cpp

@@ -194,7 +194,7 @@ ProceduralSkyMaterial::ProceduralSkyMaterial() {
 	code += "uniform float sun_angle_max = 1.74;\n";
 	code += "uniform float sun_curve : hint_range(0, 1) = 0.05;\n\n";
 	code += "const float PI = 3.1415926535897932384626433833;\n\n";
-	code += "void fragment() {\n";
+	code += "void sky() {\n";
 	code += "\tfloat v_angle = acos(clamp(EYEDIR.y, -1.0, 1.0));\n";
 	code += "\tfloat c = (1.0 - v_angle / (PI * 0.5));\n";
 	code += "\tvec3 sky = mix(sky_horizon_color.rgb, sky_top_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / sky_curve), 0.0, 1.0));\n";
@@ -301,7 +301,7 @@ PanoramaSkyMaterial::PanoramaSkyMaterial() {
 	String code = "shader_type sky;\n\n";
 
 	code += "uniform sampler2D source_panorama : filter_linear;\n";
-	code += "void fragment() {\n";
+	code += "void sky() {\n";
 	code += "\tCOLOR = texture(source_panorama, SKY_COORDS).rgb;\n";
 	code += "}";
 
@@ -521,7 +521,7 @@ PhysicalSkyMaterial::PhysicalSkyMaterial() {
 	code += "\treturn fract(p.x * p.y * p.z * (p.x + p.y + p.z));\n";
 	code += "}\n\n";
 
-	code += "void fragment() {\n";
+	code += "void sky() {\n";
 	code += "\tif (LIGHT0_ENABLED) {\n";
 	code += "\t\tfloat zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 );\n";
 	code += "\t\tfloat sun_energy = max(0.0, 1.0 - exp(-((PI * 0.5) - acos(zenith_angle)))) * SUN_ENERGY * LIGHT0_ENERGY;\n";

+ 4 - 1
servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp

@@ -77,6 +77,9 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
 	int depth_drawi = DEPTH_DRAW_OPAQUE;
 
 	ShaderCompilerRD::IdentifierActions actions;
+	actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX;
+	actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT;
+	actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT;
 
 	actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
 	actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
@@ -148,7 +151,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
 	print_line("\n**fragment_code:\n" + gen_code.fragment);
 	print_line("\n**light_code:\n" + gen_code.light);
 #endif
-	shader_singleton->shader.version_set_code(version, gen_code.uniforms, gen_code.vertex_global, gen_code.vertex, gen_code.fragment_global, gen_code.light, gen_code.fragment, gen_code.defines);
+	shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines);
 	ERR_FAIL_COND(!shader_singleton->shader.version_is_valid(version));
 
 	ubo_size = gen_code.uniform_total_size;

+ 4 - 1
servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp

@@ -2012,6 +2012,9 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) {
 	uses_screen_texture = false;
 
 	ShaderCompilerRD::IdentifierActions actions;
+	actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX;
+	actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT;
+	actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT;
 
 	actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
 	actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
@@ -2048,7 +2051,7 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) {
 	print_line("\n**fragment_code:\n" + gen_code.fragment);
 	print_line("\n**light_code:\n" + gen_code.light);
 #endif
-	canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.uniforms, gen_code.vertex_global, gen_code.vertex, gen_code.fragment_global, gen_code.light, gen_code.fragment, gen_code.defines);
+	canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines);
 	ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version));
 
 	ubo_size = gen_code.uniform_total_size;

+ 4 - 3
servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp

@@ -50,6 +50,7 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
 
 	ShaderCompilerRD::GeneratedCode gen_code;
 	ShaderCompilerRD::IdentifierActions actions;
+	actions.entry_point_stages["sky"] = ShaderCompilerRD::STAGE_FRAGMENT;
 
 	uses_time = false;
 	uses_half_res = false;
@@ -110,7 +111,7 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
 	print_line("\n**light_code:\n" + gen_code.light);
 #endif
 
-	scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.uniforms, gen_code.vertex_global, gen_code.vertex, gen_code.fragment_global, gen_code.light, gen_code.fragment, gen_code.defines);
+	scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines);
 	ERR_FAIL_COND(!scene_singleton->sky.sky_shader.shader.version_is_valid(version));
 
 	ubo_size = gen_code.uniform_total_size;
@@ -759,7 +760,7 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
 		sky_shader.default_shader = storage->shader_allocate();
 		storage->shader_initialize(sky_shader.default_shader);
 
-		storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void fragment() { COLOR = vec3(0.0); } \n");
+		storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void sky() { COLOR = vec3(0.0); } \n");
 
 		sky_shader.default_material = storage->material_allocate();
 		storage->material_initialize(sky_shader.default_material);
@@ -840,7 +841,7 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
 		sky_scene_state.fog_shader = storage->shader_allocate();
 		storage->shader_initialize(sky_scene_state.fog_shader);
 
-		storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void fragment() { COLOR = clear_color.rgb; } \n");
+		storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void sky() { COLOR = clear_color.rgb; } \n");
 		sky_scene_state.fog_material = storage->material_allocate();
 		storage->material_initialize(sky_scene_state.fog_material);
 

+ 3 - 3
servers/rendering/renderer_rd/renderer_storage_rd.cpp

@@ -4781,6 +4781,7 @@ void RendererStorageRD::ParticlesShaderData::set_code(const String &p_code) {
 
 	ShaderCompilerRD::GeneratedCode gen_code;
 	ShaderCompilerRD::IdentifierActions actions;
+	actions.entry_point_stages["process"] = ShaderCompilerRD::STAGE_COMPUTE;
 
 	/*
 	uses_time = false;
@@ -4801,7 +4802,7 @@ void RendererStorageRD::ParticlesShaderData::set_code(const String &p_code) {
 		version = base_singleton->particles_shader.shader.version_create();
 	}
 
-	base_singleton->particles_shader.shader.version_set_compute_code(version, gen_code.uniforms, gen_code.compute_global, gen_code.compute, gen_code.defines);
+	base_singleton->particles_shader.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_COMPUTE], gen_code.defines);
 	ERR_FAIL_COND(!base_singleton->particles_shader.shader.version_is_valid(version));
 
 	ubo_size = gen_code.uniform_total_size;
@@ -8824,7 +8825,6 @@ RendererStorageRD::RendererStorageRD() {
 		sdf_versions.push_back(""); //one only
 		giprobe_sdf_shader.initialize(sdf_versions);
 		giprobe_sdf_shader_version = giprobe_sdf_shader.version_create();
-		giprobe_sdf_shader.version_set_compute_code(giprobe_sdf_shader_version, "", "", "", Vector<String>());
 		giprobe_sdf_shader_version_shader = giprobe_sdf_shader.version_get_shader(giprobe_sdf_shader_version, 0);
 		giprobe_sdf_shader_pipeline = RD::get_singleton()->compute_pipeline_create(giprobe_sdf_shader_version_shader);
 	}
@@ -8913,7 +8913,7 @@ RendererStorageRD::RendererStorageRD() {
 		// default material and shader for particles shader
 		particles_shader.default_shader = shader_allocate();
 		shader_initialize(particles_shader.default_shader);
-		shader_set_code(particles_shader.default_shader, "shader_type particles; void compute() { COLOR = vec4(1.0); } \n");
+		shader_set_code(particles_shader.default_shader, "shader_type particles; void process() { COLOR = vec4(1.0); } \n");
 		particles_shader.default_material = material_allocate();
 		material_initialize(particles_shader.default_material);
 		material_set_shader(particles_shader.default_material, particles_shader.default_shader);

+ 30 - 53
servers/rendering/renderer_rd/shader_compiler_rd.cpp

@@ -535,9 +535,9 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
 				struct_code += "}";
 				struct_code += ";\n";
 
-				r_gen_code.vertex_global += struct_code;
-				r_gen_code.fragment_global += struct_code;
-				r_gen_code.compute_global += struct_code;
+				for (int j = 0; j < STAGE_MAX; j++) {
+					r_gen_code.stage_globals[j] += struct_code;
+				}
 			}
 
 			int max_texture_uniforms = 0;
@@ -590,9 +590,9 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
 				ucode += " " + _mkid(E->key());
 				ucode += ";\n";
 				if (SL::is_sampler_type(E->get().type)) {
-					r_gen_code.vertex_global += ucode;
-					r_gen_code.fragment_global += ucode;
-					r_gen_code.compute_global += ucode;
+					for (int j = 0; j < STAGE_MAX; j++) {
+						r_gen_code.stage_globals[j] += ucode;
+					}
 
 					GeneratedCode::Texture texture;
 					texture.name = E->key();
@@ -608,7 +608,6 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
 					r_gen_code.texture_uniforms.write[E->get().texture_order] = texture;
 				} else {
 					if (!uses_uniforms) {
-						r_gen_code.defines.push_back(String("#define USE_MATERIAL_UNIFORMS\n"));
 						uses_uniforms = true;
 					}
 					uniform_defines.write[E->get().order] = ucode;
@@ -707,9 +706,10 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
 					vcode += "]";
 				}
 				vcode += ";\n";
-				r_gen_code.vertex_global += "layout(location=" + itos(index) + ") " + interp_mode + "out " + vcode;
-				r_gen_code.fragment_global += "layout(location=" + itos(index) + ") " + interp_mode + "in " + vcode;
-				r_gen_code.compute_global += "layout(location=" + itos(index) + ") " + interp_mode + "out " + vcode;
+
+				r_gen_code.stage_globals[STAGE_VERTEX] += "layout(location=" + itos(index) + ") " + interp_mode + "out " + vcode;
+				r_gen_code.stage_globals[STAGE_FRAGMENT] += "layout(location=" + itos(index) + ") " + interp_mode + "in " + vcode;
+
 				index++;
 			}
 
@@ -725,7 +725,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
 					gcode += ";\n";
 				}
 				gcode += "} frag_to_light;\n";
-				r_gen_code.fragment_global += gcode;
+				r_gen_code.stage_globals[STAGE_FRAGMENT] += gcode;
 			}
 
 			for (int i = 0; i < pnode->vconstants.size(); i++) {
@@ -747,9 +747,9 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
 				gcode += "=";
 				gcode += _dump_node_code(cnode.initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
 				gcode += ";\n";
-				r_gen_code.vertex_global += gcode;
-				r_gen_code.fragment_global += gcode;
-				r_gen_code.compute_global += gcode;
+				for (int j = 0; j < STAGE_MAX; j++) {
+					r_gen_code.stage_globals[j] += gcode;
+				}
 			}
 
 			Map<StringName, String> function_code;
@@ -765,9 +765,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
 
 			//place functions in actual code
 
-			Set<StringName> added_vtx;
-			Set<StringName> added_fragment; //share for light
-			Set<StringName> added_compute; //share for light
+			Set<StringName> added_funcs_per_stage[STAGE_MAX];
 
 			for (int i = 0; i < pnode->functions.size(); i++) {
 				SL::FunctionNode *fnode = pnode->functions[i].function;
@@ -776,24 +774,10 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
 
 				current_func_name = fnode->name;
 
-				if (fnode->name == vertex_name) {
-					_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.vertex_global, added_vtx);
-					r_gen_code.vertex = function_code[vertex_name];
-				}
-
-				if (fnode->name == fragment_name) {
-					_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
-					r_gen_code.fragment = function_code[fragment_name];
-				}
-
-				if (fnode->name == light_name) {
-					_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
-					r_gen_code.light = function_code[light_name];
-				}
-
-				if (fnode->name == compute_name) {
-					_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.compute_global, added_compute);
-					r_gen_code.compute = function_code[compute_name];
+				if (p_actions.entry_point_stages.has(fnode->name)) {
+					Stage stage = p_actions.entry_point_stages[fnode->name];
+					_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.stage_globals[stage], added_funcs_per_stage[stage]);
+					r_gen_code.code[fnode->name] = function_code[fnode->name];
 				}
 
 				function = nullptr;
@@ -858,7 +842,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
 			SL::VariableNode *vnode = (SL::VariableNode *)p_node;
 			bool use_fragment_varying = false;
 
-			if (current_func_name != vertex_name) {
+			if (!(p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX)) {
 				if (p_assigning) {
 					if (shader->varyings.has(vnode->name)) {
 						use_fragment_varying = true;
@@ -921,10 +905,10 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
 			}
 
 			if (vnode->name == time_name) {
-				if (current_func_name == vertex_name) {
+				if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX) {
 					r_gen_code.uses_vertex_time = true;
 				}
-				if (current_func_name == fragment_name || current_func_name == light_name) {
+				if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_FRAGMENT) {
 					r_gen_code.uses_fragment_time = true;
 				}
 			}
@@ -1003,7 +987,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
 			SL::ArrayNode *anode = (SL::ArrayNode *)p_node;
 			bool use_fragment_varying = false;
 
-			if (current_func_name != vertex_name) {
+			if (!(p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX)) {
 				if (anode->assign_expression != nullptr) {
 					use_fragment_varying = true;
 				} else {
@@ -1059,10 +1043,10 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
 			}
 
 			if (anode->name == time_name) {
-				if (current_func_name == vertex_name) {
+				if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX) {
 					r_gen_code.uses_vertex_time = true;
 				}
-				if (current_func_name == fragment_name || current_func_name == light_name) {
+				if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_FRAGMENT) {
 					r_gen_code.uses_fragment_time = true;
 				}
 			}
@@ -1309,7 +1293,7 @@ ShaderLanguage::DataType ShaderCompilerRD::_get_variable_type(const StringName &
 }
 
 Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
-	Error err = parser.compile(p_code, ShaderTypes::get_singleton()->get_functions(p_mode), ShaderTypes::get_singleton()->get_modes(p_mode), ShaderTypes::get_singleton()->get_types(), _get_variable_type);
+	Error err = parser.compile(p_code, ShaderTypes::get_singleton()->get_functions(p_mode), ShaderTypes::get_singleton()->get_modes(p_mode), ShaderLanguage::VaryingFunctionNames(), ShaderTypes::get_singleton()->get_types(), _get_variable_type);
 
 	if (err != OK) {
 		Vector<String> shader = p_code.split("\n");
@@ -1322,13 +1306,10 @@ Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, Ide
 	}
 
 	r_gen_code.defines.clear();
-	r_gen_code.vertex = String();
-	r_gen_code.vertex_global = String();
-	r_gen_code.fragment = String();
-	r_gen_code.fragment_global = String();
-	r_gen_code.compute = String();
-	r_gen_code.compute_global = String();
-	r_gen_code.light = String();
+	r_gen_code.code.clear();
+	for (int i = 0; i < STAGE_MAX; i++) {
+		r_gen_code.stage_globals[i] = String();
+	}
 	r_gen_code.uses_fragment_time = false;
 	r_gen_code.uses_vertex_time = false;
 	r_gen_code.uses_global_textures = false;
@@ -1348,10 +1329,6 @@ Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, Ide
 void ShaderCompilerRD::initialize(DefaultIdentifierActions p_actions) {
 	actions = p_actions;
 
-	vertex_name = "vertex";
-	fragment_name = "fragment";
-	compute_name = "compute";
-	light_name = "light";
 	time_name = "TIME";
 
 	List<String> func_list;

+ 12 - 11
servers/rendering/renderer_rd/shader_compiler_rd.h

@@ -38,7 +38,16 @@
 
 class ShaderCompilerRD {
 public:
+	enum Stage {
+		STAGE_VERTEX,
+		STAGE_FRAGMENT,
+		STAGE_COMPUTE,
+		STAGE_MAX
+	};
+
 	struct IdentifierActions {
+		Map<StringName, Stage> entry_point_stages;
+
 		Map<StringName, Pair<int *, int>> render_mode_values;
 		Map<StringName, bool *> render_mode_flags;
 		Map<StringName, bool *> usage_flag_pointers;
@@ -63,13 +72,9 @@ public:
 		Vector<uint32_t> uniform_offsets;
 		uint32_t uniform_total_size;
 		String uniforms;
-		String vertex_global;
-		String vertex;
-		String fragment_global;
-		String fragment;
-		String light;
-		String compute_global;
-		String compute;
+		String stage_globals[STAGE_MAX];
+
+		Map<String, String> code;
 
 		bool uses_global_textures;
 		bool uses_fragment_time;
@@ -103,10 +108,6 @@ private:
 	const ShaderLanguage::ShaderNode *shader;
 	const ShaderLanguage::FunctionNode *function;
 	StringName current_func_name;
-	StringName vertex_name;
-	StringName fragment_name;
-	StringName light_name;
-	StringName compute_name;
 	StringName time_name;
 	Set<StringName> texture_functions;
 

+ 123 - 278
servers/rendering/renderer_rd/shader_rd.cpp

@@ -30,146 +30,83 @@
 
 #include "shader_rd.h"
 
-#include "core/string/string_builder.h"
 #include "renderer_compositor_rd.h"
 #include "servers/rendering/rendering_device.h"
 
-void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name) {
-	name = p_name;
-	//split vertex and shader code (thank you, shader compiler programmers from you know what company).
-	if (p_vertex_code) {
-		String defines_tag = "\nVERSION_DEFINES";
-		String globals_tag = "\nVERTEX_SHADER_GLOBALS";
-		String material_tag = "\nMATERIAL_UNIFORMS";
-		String code_tag = "\nVERTEX_SHADER_CODE";
-		String code = p_vertex_code;
-
-		int cpos = code.find(defines_tag);
-		if (cpos != -1) {
-			vertex_codev = code.substr(0, cpos).ascii();
-			code = code.substr(cpos + defines_tag.length(), code.length());
-		}
-
-		cpos = code.find(material_tag);
-
-		if (cpos == -1) {
-			vertex_code0 = code.ascii();
-		} else {
-			vertex_code0 = code.substr(0, cpos).ascii();
-			code = code.substr(cpos + material_tag.length(), code.length());
-
-			cpos = code.find(globals_tag);
-
-			if (cpos == -1) {
-				vertex_code1 = code.ascii();
-			} else {
-				vertex_code1 = code.substr(0, cpos).ascii();
-				String code2 = code.substr(cpos + globals_tag.length(), code.length());
-
-				cpos = code2.find(code_tag);
-				if (cpos == -1) {
-					vertex_code2 = code2.ascii();
-				} else {
-					vertex_code2 = code2.substr(0, cpos).ascii();
-					vertex_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii();
+void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) {
+	Vector<String> lines = String(p_code).split("\n");
+
+	String text;
+
+	for (int i = 0; i < lines.size(); i++) {
+		String l = lines[i];
+		bool push_chunk = false;
+
+		StageTemplate::Chunk chunk;
+
+		if (l.begins_with("#VERSION_DEFINES")) {
+			chunk.type = StageTemplate::Chunk::TYPE_VERSION_DEFINES;
+			push_chunk = true;
+		} else if (l.begins_with("#GLOBALS")) {
+			switch (p_stage_type) {
+				case STAGE_TYPE_VERTEX:
+					chunk.type = StageTemplate::Chunk::TYPE_VERTEX_GLOBALS;
+					break;
+				case STAGE_TYPE_FRAGMENT:
+					chunk.type = StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS;
+					break;
+				case STAGE_TYPE_COMPUTE:
+					chunk.type = StageTemplate::Chunk::TYPE_COMPUTE_GLOBALS;
+					break;
+				default: {
 				}
 			}
-		}
-	}
 
-	if (p_fragment_code) {
-		String defines_tag = "\nVERSION_DEFINES";
-		String globals_tag = "\nFRAGMENT_SHADER_GLOBALS";
-		String material_tag = "\nMATERIAL_UNIFORMS";
-		String code_tag = "\nFRAGMENT_SHADER_CODE";
-		String light_code_tag = "\nLIGHT_SHADER_CODE";
-		String code = p_fragment_code;
-
-		int cpos = code.find(defines_tag);
-		if (cpos != -1) {
-			fragment_codev = code.substr(0, cpos).ascii();
-			code = code.substr(cpos + defines_tag.length(), code.length());
+			push_chunk = true;
+		} else if (l.begins_with("#MATERIAL_UNIFORMS")) {
+			chunk.type = StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS;
+			push_chunk = true;
+		} else if (l.begins_with("#CODE")) {
+			chunk.type = StageTemplate::Chunk::TYPE_CODE;
+			push_chunk = true;
+			chunk.code = l.replace_first("#CODE", String()).replace(":", "").strip_edges().to_upper();
+		} else {
+			text += l + "\n";
 		}
 
-		cpos = code.find(material_tag);
-		if (cpos == -1) {
-			fragment_code0 = code.ascii();
-		} else {
-			fragment_code0 = code.substr(0, cpos).ascii();
-			//print_line("CODE0:\n"+String(fragment_code0.get_data()));
-			code = code.substr(cpos + material_tag.length(), code.length());
-			cpos = code.find(globals_tag);
-
-			if (cpos == -1) {
-				fragment_code1 = code.ascii();
-			} else {
-				fragment_code1 = code.substr(0, cpos).ascii();
-				//print_line("CODE1:\n"+String(fragment_code1.get_data()));
-
-				String code2 = code.substr(cpos + globals_tag.length(), code.length());
-				cpos = code2.find(light_code_tag);
-
-				if (cpos == -1) {
-					fragment_code2 = code2.ascii();
-				} else {
-					fragment_code2 = code2.substr(0, cpos).ascii();
-					//print_line("CODE2:\n"+String(fragment_code2.get_data()));
-
-					String code3 = code2.substr(cpos + light_code_tag.length(), code2.length());
-
-					cpos = code3.find(code_tag);
-					if (cpos == -1) {
-						fragment_code3 = code3.ascii();
-					} else {
-						fragment_code3 = code3.substr(0, cpos).ascii();
-						//print_line("CODE3:\n"+String(fragment_code3.get_data()));
-						fragment_code4 = code3.substr(cpos + code_tag.length(), code3.length()).ascii();
-						//print_line("CODE4:\n"+String(fragment_code4.get_data()));
-					}
-				}
+		if (push_chunk) {
+			if (text != String()) {
+				StageTemplate::Chunk text_chunk;
+				text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
+				text_chunk.text = text.utf8();
+				stage_templates[p_stage_type].chunks.push_back(text_chunk);
+				text = String();
 			}
+			stage_templates[p_stage_type].chunks.push_back(chunk);
 		}
 	}
 
+	if (text != String()) {
+		StageTemplate::Chunk text_chunk;
+		text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
+		text_chunk.text = text.utf8();
+		stage_templates[p_stage_type].chunks.push_back(text_chunk);
+		text = String();
+	}
+}
+
+void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name) {
+	name = p_name;
 	if (p_compute_code) {
+		_add_stage(p_compute_code, STAGE_TYPE_COMPUTE);
 		is_compute = true;
-
-		String defines_tag = "\nVERSION_DEFINES";
-		String globals_tag = "\nCOMPUTE_SHADER_GLOBALS";
-		String material_tag = "\nMATERIAL_UNIFORMS";
-		String code_tag = "\nCOMPUTE_SHADER_CODE";
-		String code = p_compute_code;
-
-		int cpos = code.find(defines_tag);
-		if (cpos != -1) {
-			compute_codev = code.substr(0, cpos).ascii();
-			code = code.substr(cpos + defines_tag.length(), code.length());
+	} else {
+		is_compute = false;
+		if (p_vertex_code) {
+			_add_stage(p_vertex_code, STAGE_TYPE_VERTEX);
 		}
-
-		cpos = code.find(material_tag);
-
-		if (cpos == -1) {
-			compute_code0 = code.ascii();
-		} else {
-			compute_code0 = code.substr(0, cpos).ascii();
-			code = code.substr(cpos + material_tag.length(), code.length());
-
-			cpos = code.find(globals_tag);
-
-			if (cpos == -1) {
-				compute_code1 = code.ascii();
-			} else {
-				compute_code1 = code.substr(0, cpos).ascii();
-				String code2 = code.substr(cpos + globals_tag.length(), code.length());
-
-				cpos = code2.find(code_tag);
-				if (cpos == -1) {
-					compute_code2 = code2.ascii();
-				} else {
-					compute_code2 = code2.substr(0, cpos).ascii();
-					compute_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii();
-				}
-			}
+		if (p_fragment_code) {
+			_add_stage(p_fragment_code, STAGE_TYPE_FRAGMENT);
 		}
 	}
 }
@@ -198,6 +135,49 @@ void ShaderRD::_clear_version(Version *p_version) {
 	}
 }
 
+void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template) {
+	for (uint32_t i = 0; i < p_template.chunks.size(); i++) {
+		const StageTemplate::Chunk &chunk = p_template.chunks[i];
+		switch (chunk.type) {
+			case StageTemplate::Chunk::TYPE_VERSION_DEFINES: {
+				builder.append("\n"); //make sure defines begin at newline
+				builder.append(general_defines.get_data());
+				builder.append(variant_defines[p_variant].get_data());
+				for (int j = 0; j < p_version->custom_defines.size(); j++) {
+					builder.append(p_version->custom_defines[j].get_data());
+				}
+				builder.append("\n"); //make sure defines begin at newline
+				if (p_version->uniforms.size()) {
+					builder.append("#define MATERIAL_UNIFORMS_USED\n");
+				}
+				for (Map<StringName, CharString>::Element *E = p_version->code_sections.front(); E; E = E->next()) {
+					builder.append(String("#define ") + String(E->key()) + "_CODE_USED\n");
+				}
+			} break;
+			case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: {
+				builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
+			} break;
+			case StageTemplate::Chunk::TYPE_VERTEX_GLOBALS: {
+				builder.append(p_version->vertex_globals.get_data()); // vertex globals
+			} break;
+			case StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS: {
+				builder.append(p_version->fragment_globals.get_data()); // fragment globals
+			} break;
+			case StageTemplate::Chunk::TYPE_COMPUTE_GLOBALS: {
+				builder.append(p_version->compute_globals.get_data()); // compute globals
+			} break;
+			case StageTemplate::Chunk::TYPE_CODE: {
+				if (p_version->code_sections.has(chunk.code)) {
+					builder.append(p_version->code_sections[chunk.code].get_data());
+				}
+			} break;
+			case StageTemplate::Chunk::TYPE_TEXT: {
+				builder.append(chunk.text.get_data());
+			} break;
+		}
+	}
+}
+
 void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
 	if (!variants_enabled[p_variant]) {
 		return; //variant is disabled, return
@@ -214,29 +194,7 @@ void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
 		//vertex stage
 
 		StringBuilder builder;
-
-		builder.append(vertex_codev.get_data()); // version info (if exists)
-		builder.append("\n"); //make sure defines begin at newline
-		builder.append(general_defines.get_data());
-		builder.append(variant_defines[p_variant].get_data());
-
-		for (int j = 0; j < p_version->custom_defines.size(); j++) {
-			builder.append(p_version->custom_defines[j].get_data());
-		}
-
-		builder.append(vertex_code0.get_data()); //first part of vertex
-
-		builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
-
-		builder.append(vertex_code1.get_data()); //second part of vertex
-
-		builder.append(p_version->vertex_globals.get_data()); // vertex globals
-
-		builder.append(vertex_code2.get_data()); //third part of vertex
-
-		builder.append(p_version->vertex_code.get_data()); // code
-
-		builder.append(vertex_code3.get_data()); //fourth of vertex
+		_build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_VERTEX]);
 
 		current_source = builder.as_string();
 		RD::ShaderStageData stage;
@@ -254,33 +212,7 @@ void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
 		current_stage = RD::SHADER_STAGE_FRAGMENT;
 
 		StringBuilder builder;
-
-		builder.append(fragment_codev.get_data()); // version info (if exists)
-		builder.append("\n"); //make sure defines begin at newline
-
-		builder.append(general_defines.get_data());
-		builder.append(variant_defines[p_variant].get_data());
-		for (int j = 0; j < p_version->custom_defines.size(); j++) {
-			builder.append(p_version->custom_defines[j].get_data());
-		}
-
-		builder.append(fragment_code0.get_data()); //first part of fragment
-
-		builder.append(p_version->uniforms.get_data()); //uniforms (same for fragment and fragment)
-
-		builder.append(fragment_code1.get_data()); //first part of fragment
-
-		builder.append(p_version->fragment_globals.get_data()); // fragment globals
-
-		builder.append(fragment_code2.get_data()); //third part of fragment
-
-		builder.append(p_version->fragment_light.get_data()); // fragment light
-
-		builder.append(fragment_code3.get_data()); //fourth part of fragment
-
-		builder.append(p_version->fragment_code.get_data()); // fragment code
-
-		builder.append(fragment_code4.get_data()); //fourth part of fragment
+		_build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_FRAGMENT]);
 
 		current_source = builder.as_string();
 		RD::ShaderStageData stage;
@@ -298,30 +230,7 @@ void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
 		current_stage = RD::SHADER_STAGE_COMPUTE;
 
 		StringBuilder builder;
-
-		builder.append(compute_codev.get_data()); // version info (if exists)
-		builder.append("\n"); //make sure defines begin at newline
-		builder.append(base_compute_defines.get_data());
-		builder.append(general_defines.get_data());
-		builder.append(variant_defines[p_variant].get_data());
-
-		for (int j = 0; j < p_version->custom_defines.size(); j++) {
-			builder.append(p_version->custom_defines[j].get_data());
-		}
-
-		builder.append(compute_code0.get_data()); //first part of compute
-
-		builder.append(p_version->uniforms.get_data()); //uniforms (same for compute and fragment)
-
-		builder.append(compute_code1.get_data()); //second part of compute
-
-		builder.append(p_version->compute_globals.get_data()); // compute globals
-
-		builder.append(compute_code2.get_data()); //third part of compute
-
-		builder.append(p_version->compute_code.get_data()); // code
-
-		builder.append(compute_code3.get_data()); //fourth of compute
+		_build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_COMPUTE]);
 
 		current_source = builder.as_string();
 		RD::ShaderStageData stage;
@@ -364,29 +273,7 @@ RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_versio
 			//vertex stage
 
 			StringBuilder builder;
-
-			builder.append(vertex_codev.get_data()); // version info (if exists)
-			builder.append("\n"); //make sure defines begin at newline
-			builder.append(general_defines.get_data());
-			builder.append(variant_defines[i].get_data());
-
-			for (int j = 0; j < version->custom_defines.size(); j++) {
-				builder.append(version->custom_defines[j].get_data());
-			}
-
-			builder.append(vertex_code0.get_data()); //first part of vertex
-
-			builder.append(version->uniforms.get_data()); //uniforms (same for vertex and fragment)
-
-			builder.append(vertex_code1.get_data()); //second part of vertex
-
-			builder.append(version->vertex_globals.get_data()); // vertex globals
-
-			builder.append(vertex_code2.get_data()); //third part of vertex
-
-			builder.append(version->vertex_code.get_data()); // code
-
-			builder.append(vertex_code3.get_data()); //fourth of vertex
+			_build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_VERTEX]);
 
 			RS::ShaderNativeSourceCode::Version::Stage stage;
 			stage.name = "vertex";
@@ -399,32 +286,7 @@ RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_versio
 			//fragment stage
 
 			StringBuilder builder;
-
-			builder.append(fragment_codev.get_data()); // version info (if exists)
-			builder.append("\n"); //make sure defines begin at newline
-			builder.append(general_defines.get_data());
-			builder.append(variant_defines[i].get_data());
-			for (int j = 0; j < version->custom_defines.size(); j++) {
-				builder.append(version->custom_defines[j].get_data());
-			}
-
-			builder.append(fragment_code0.get_data()); //first part of fragment
-
-			builder.append(version->uniforms.get_data()); //uniforms (same for fragment and fragment)
-
-			builder.append(fragment_code1.get_data()); //first part of fragment
-
-			builder.append(version->fragment_globals.get_data()); // fragment globals
-
-			builder.append(fragment_code2.get_data()); //third part of fragment
-
-			builder.append(version->fragment_light.get_data()); // fragment light
-
-			builder.append(fragment_code3.get_data()); //fourth part of fragment
-
-			builder.append(version->fragment_code.get_data()); // fragment code
-
-			builder.append(fragment_code4.get_data()); //fourth part of fragment
+			_build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_FRAGMENT]);
 
 			RS::ShaderNativeSourceCode::Version::Stage stage;
 			stage.name = "fragment";
@@ -437,30 +299,7 @@ RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_versio
 			//compute stage
 
 			StringBuilder builder;
-
-			builder.append(compute_codev.get_data()); // version info (if exists)
-			builder.append("\n"); //make sure defines begin at newline
-			builder.append(base_compute_defines.get_data());
-			builder.append(general_defines.get_data());
-			builder.append(variant_defines[i].get_data());
-
-			for (int j = 0; j < version->custom_defines.size(); j++) {
-				builder.append(version->custom_defines[j].get_data());
-			}
-
-			builder.append(compute_code0.get_data()); //first part of compute
-
-			builder.append(version->uniforms.get_data()); //uniforms (same for compute and fragment)
-
-			builder.append(compute_code1.get_data()); //second part of compute
-
-			builder.append(version->compute_globals.get_data()); // compute globals
-
-			builder.append(compute_code2.get_data()); //third part of compute
-
-			builder.append(version->compute_code.get_data()); // code
-
-			builder.append(compute_code3.get_data()); //fourth of compute
+			_build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_COMPUTE]);
 
 			RS::ShaderNativeSourceCode::Version::Stage stage;
 			stage.name = "compute";
@@ -518,17 +357,18 @@ void ShaderRD::_compile_version(Version *p_version) {
 	p_version->valid = true;
 }
 
-void ShaderRD::version_set_code(RID p_version, const String &p_uniforms, const String &p_vertex_globals, const String &p_vertex_code, const String &p_fragment_globals, const String &p_fragment_light, const String &p_fragment_code, const Vector<String> &p_custom_defines) {
+void ShaderRD::version_set_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines) {
 	ERR_FAIL_COND(is_compute);
 
 	Version *version = version_owner.getornull(p_version);
 	ERR_FAIL_COND(!version);
 	version->vertex_globals = p_vertex_globals.utf8();
-	version->vertex_code = p_vertex_code.utf8();
-	version->fragment_light = p_fragment_light.utf8();
 	version->fragment_globals = p_fragment_globals.utf8();
-	version->fragment_code = p_fragment_code.utf8();
 	version->uniforms = p_uniforms.utf8();
+	version->code_sections.clear();
+	for (Map<String, String>::Element *E = p_code.front(); E; E = E->next()) {
+		version->code_sections[StringName(E->key().to_upper())] = E->get().utf8();
+	}
 
 	version->custom_defines.clear();
 	for (int i = 0; i < p_custom_defines.size(); i++) {
@@ -542,15 +382,20 @@ void ShaderRD::version_set_code(RID p_version, const String &p_uniforms, const S
 	}
 }
 
-void ShaderRD::version_set_compute_code(RID p_version, const String &p_uniforms, const String &p_compute_globals, const String &p_compute_code, const Vector<String> &p_custom_defines) {
+void ShaderRD::version_set_compute_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_compute_globals, const Vector<String> &p_custom_defines) {
 	ERR_FAIL_COND(!is_compute);
 
 	Version *version = version_owner.getornull(p_version);
 	ERR_FAIL_COND(!version);
+
 	version->compute_globals = p_compute_globals.utf8();
-	version->compute_code = p_compute_code.utf8();
 	version->uniforms = p_uniforms.utf8();
 
+	version->code_sections.clear();
+	for (Map<String, String>::Element *E = p_code.front(); E; E = E->next()) {
+		version->code_sections[StringName(E->key().to_upper())] = E->get().utf8();
+	}
+
 	version->custom_defines.clear();
 	for (int i = 0; i < p_custom_defines.size(); i++) {
 		version->custom_defines.push_back(p_custom_defines[i].utf8());

+ 36 - 24
servers/rendering/renderer_rd/shader_rd.h

@@ -32,7 +32,9 @@
 #define SHADER_RD_H
 
 #include "core/os/mutex.h"
+#include "core/string/string_builder.h"
 #include "core/templates/hash_map.h"
+#include "core/templates/local_vector.h"
 #include "core/templates/map.h"
 #include "core/templates/rid_owner.h"
 #include "core/variant/variant.h"
@@ -52,12 +54,9 @@ class ShaderRD {
 	struct Version {
 		CharString uniforms;
 		CharString vertex_globals;
-		CharString vertex_code;
 		CharString compute_globals;
-		CharString compute_code;
-		CharString fragment_light;
 		CharString fragment_globals;
-		CharString fragment_code;
+		Map<StringName, CharString> code_sections;
 		Vector<CharString> custom_defines;
 
 		RID *variants; //same size as version defines
@@ -76,31 +75,44 @@ class ShaderRD {
 
 	RID_Owner<Version> version_owner;
 
-	CharString fragment_codev; //for version and extensions
-	CharString fragment_code0;
-	CharString fragment_code1;
-	CharString fragment_code2;
-	CharString fragment_code3;
-	CharString fragment_code4;
-
-	CharString vertex_codev; //for version and extensions
-	CharString vertex_code0;
-	CharString vertex_code1;
-	CharString vertex_code2;
-	CharString vertex_code3;
+	struct StageTemplate {
+		struct Chunk {
+			enum Type {
+				TYPE_VERSION_DEFINES,
+				TYPE_MATERIAL_UNIFORMS,
+				TYPE_VERTEX_GLOBALS,
+				TYPE_FRAGMENT_GLOBALS,
+				TYPE_COMPUTE_GLOBALS,
+				TYPE_CODE,
+				TYPE_TEXT
+			};
+
+			Type type;
+			StringName code;
+			CharString text;
+		};
+		LocalVector<Chunk> chunks;
+	};
 
 	bool is_compute = false;
 
-	CharString compute_codev; //for version and extensions
-	CharString compute_code0;
-	CharString compute_code1;
-	CharString compute_code2;
-	CharString compute_code3;
-
 	const char *name;
 
 	CharString base_compute_defines;
 
+	enum StageType {
+		STAGE_TYPE_VERTEX,
+		STAGE_TYPE_FRAGMENT,
+		STAGE_TYPE_COMPUTE,
+		STAGE_TYPE_MAX,
+	};
+
+	StageTemplate stage_templates[STAGE_TYPE_MAX];
+
+	void _build_variant_code(StringBuilder &p_builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template);
+
+	void _add_stage(const char *p_code, StageType p_stage_type);
+
 protected:
 	ShaderRD();
 	void setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name);
@@ -108,8 +120,8 @@ protected:
 public:
 	RID version_create();
 
-	void version_set_code(RID p_version, const String &p_uniforms, const String &p_vertex_globals, const String &p_vertex_code, const String &p_fragment_globals, const String &p_fragment_light, const String &p_fragment_code, const Vector<String> &p_custom_defines);
-	void version_set_compute_code(RID p_version, const String &p_uniforms, const String &p_compute_globals, const String &p_compute_code, const Vector<String> &p_custom_defines);
+	void version_set_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines);
+	void version_set_compute_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_compute_globals, const Vector<String> &p_custom_defines);
 
 	_FORCE_INLINE_ RID version_get_shader(RID p_version, int p_variant) {
 		ERR_FAIL_INDEX_V(p_variant, variant_defines.size(), RID());

+ 1 - 1
servers/rendering/renderer_rd/shaders/bokeh_dof.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 #define BLOCK_SIZE 8
 

+ 24 - 34
servers/rendering/renderer_rd/shaders/canvas.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 #ifdef USE_ATTRIBUTES
 layout(location = 0) in vec2 vertex_attrib;
@@ -26,17 +26,15 @@ layout(location = 3) out vec2 pixel_size_interp;
 
 #endif
 
-#ifdef USE_MATERIAL_UNIFORMS
+#ifdef MATERIAL_UNIFORMS_USED
 layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
-	/* clang-format off */
-MATERIAL_UNIFORMS
-	/* clang-format on */
+
+#MATERIAL_UNIFORMS
+
 } material;
 #endif
 
-/* clang-format off */
-VERTEX_SHADER_GLOBALS
-/* clang-format on */
+#GLOBALS
 
 void main() {
 	vec4 instance_custom = vec4(0.0);
@@ -132,9 +130,7 @@ void main() {
 	float point_size = 1.0;
 #endif
 	{
-		/* clang-format off */
-VERTEX_SHADER_CODE
-		/* clang-format on */
+#CODE : VERTEX
 	}
 
 #ifdef USE_NINEPATCH
@@ -212,7 +208,7 @@ VERTEX_SHADER_CODE
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 #include "canvas_uniforms_inc.glsl"
 
@@ -228,11 +224,11 @@ layout(location = 3) in vec2 pixel_size_interp;
 
 layout(location = 0) out vec4 frag_color;
 
-#ifdef USE_MATERIAL_UNIFORMS
+#ifdef MATERIAL_UNIFORMS_USED
 layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
-	/* clang-format off */
-MATERIAL_UNIFORMS
-	/* clang-format on */
+
+#MATERIAL_UNIFORMS
+
 } material;
 #endif
 
@@ -260,11 +256,9 @@ vec2 sdf_to_screen_uv(vec2 p_sdf) {
 	return p_sdf * canvas_data.sdf_to_screen;
 }
 
-/* clang-format off */
-FRAGMENT_SHADER_GLOBALS
-/* clang-format on */
+#GLOBALS
 
-#ifdef LIGHT_SHADER_CODE_USED
+#ifdef LIGHT_CODE_USED
 
 vec4 light_compute(
 		vec3 light_vertex,
@@ -278,9 +272,9 @@ vec4 light_compute(
 		vec2 uv,
 		vec4 color, bool is_directional) {
 	vec4 light = vec4(0.0);
-	/* clang-format off */
-LIGHT_SHADER_CODE
-	/* clang-format on */
+
+#CODE : LIGHT
+
 	return light;
 }
 
@@ -356,7 +350,7 @@ vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 lig
 
 //float distance = length(shadow_pos);
 vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
-#ifdef LIGHT_SHADER_CODE_USED
+#ifdef LIGHT_CODE_USED
 		,
 		vec3 shadow_modulate
 #endif
@@ -395,7 +389,7 @@ vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
 	}
 
 	vec4 shadow_color = unpackUnorm4x8(light_array.data[light_base].shadow_color);
-#ifdef LIGHT_SHADER_CODE_USED
+#ifdef LIGHT_CODE_USED
 	shadow_color.rgb *= shadow_modulate;
 #endif
 
@@ -504,11 +498,7 @@ void main() {
 		normal_used = true;
 #endif
 
-		/* clang-format off */
-
-FRAGMENT_SHADER_CODE
-
-		/* clang-format on */
+#CODE : FRAGMENT
 
 #if defined(NORMAL_MAP_USED)
 		normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_map_depth);
@@ -543,7 +533,7 @@ FRAGMENT_SHADER_CODE
 		vec2 direction = light_array.data[light_base].position;
 		vec4 light_color = light_array.data[light_base].color;
 
-#ifdef LIGHT_SHADER_CODE_USED
+#ifdef LIGHT_CODE_USED
 
 		vec4 shadow_modulate = vec4(1.0);
 		light_color = light_compute(light_vertex, vec3(direction, light_array.data[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, true);
@@ -561,7 +551,7 @@ FRAGMENT_SHADER_CODE
 			vec4 shadow_uv = vec4(shadow_pos.x, light_array.data[light_base].shadow_y_ofs, shadow_pos.y * light_array.data[light_base].shadow_zfar_inv, 1.0);
 
 			light_color = light_shadow_compute(light_base, light_color, shadow_uv
-#ifdef LIGHT_SHADER_CODE_USED
+#ifdef LIGHT_CODE_USED
 					,
 					shadow_modulate.rgb
 #endif
@@ -599,7 +589,7 @@ FRAGMENT_SHADER_CODE
 		vec4 light_color = textureLod(sampler2D(atlas_texture, texture_sampler), tex_uv_atlas, 0.0);
 		vec4 light_base_color = light_array.data[light_base].color;
 
-#ifdef LIGHT_SHADER_CODE_USED
+#ifdef LIGHT_CODE_USED
 
 		vec4 shadow_modulate = vec4(1.0);
 		vec3 light_position = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
@@ -657,7 +647,7 @@ FRAGMENT_SHADER_CODE
 			vec4 shadow_uv = vec4(tex_ofs, light_array.data[light_base].shadow_y_ofs, distance, 1.0);
 
 			light_color = light_shadow_compute(light_base, light_color, shadow_uv
-#ifdef LIGHT_SHADER_CODE_USED
+#ifdef LIGHT_CODE_USED
 					,
 					shadow_modulate.rgb
 #endif

+ 2 - 2
servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(location = 0) in highp vec3 vertex;
 
@@ -32,7 +32,7 @@ void main() {
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(push_constant, binding = 0, std430) uniform Constants {
 	mat4 projection;

+ 1 - 1
servers/rendering/renderer_rd/shaders/canvas_sdf.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/cluster_debug.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 

+ 2 - 2
servers/rendering/renderer_rd/shaders/cluster_render.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(location = 0) in vec3 vertex_attrib;
 
@@ -63,7 +63,7 @@ void main() {
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 #if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic) && defined(has_GL_KHR_shader_subgroup_vote)
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/cluster_store.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/copy.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 

+ 2 - 2
servers/rendering/renderer_rd/shaders/copy_to_fb.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(location = 0) out vec2 uv_interp;
 
@@ -37,7 +37,7 @@ void main() {
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(push_constant, binding = 1, std430) uniform Params {
 	vec4 section;

+ 2 - 2
servers/rendering/renderer_rd/shaders/cube_to_dp.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(push_constant, binding = 1, std430) uniform Params {
 	float z_far;
@@ -26,7 +26,7 @@ void main() {
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(location = 0) in vec2 uv_interp;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl

@@ -22,7 +22,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 #define BLOCK_SIZE 8
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/cubemap_filter.glsl

@@ -22,7 +22,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 #define GROUP_SIZE 64
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 #define GROUP_SIZE 8
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/gi.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/giprobe.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 #ifdef MODE_DYNAMIC
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

+ 2 - 2
servers/rendering/renderer_rd/shaders/giprobe_debug.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 struct CellData {
 	uint position; // xyz 10 bits
@@ -172,7 +172,7 @@ void main() {
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(location = 0) in vec4 color_interp;
 layout(location = 0) out vec4 frag_color;

+ 1 - 1
servers/rendering/renderer_rd/shaders/giprobe_sdf.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/giprobe_write.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/luminance_reduce.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 #define BLOCK_SIZE 8
 

+ 7 - 15
servers/rendering/renderer_rd/shaders/particles.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
 
@@ -146,11 +146,11 @@ layout(set = 2, binding = 1) uniform texture2D height_field_texture;
 
 /* SET 3: MATERIAL */
 
-#ifdef USE_MATERIAL_UNIFORMS
+#ifdef MATERIAL_UNIFORMS_USED
 layout(set = 3, binding = 0, std140) uniform MaterialUniforms{
-	/* clang-format off */
-MATERIAL_UNIFORMS
-	/* clang-format on */
+
+#MATERIAL_UNIFORMS
+
 } material;
 #endif
 
@@ -196,11 +196,7 @@ bool emit_subparticle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom
 	return true;
 }
 
-/* clang-format off */
-
-COMPUTE_SHADER_GLOBALS
-
-/* clang-format on */
+#GLOBALS
 
 void main() {
 	uint particle = gl_GlobalInvocationID.x;
@@ -540,10 +536,6 @@ void main() {
 	}
 
 	if (PARTICLE.is_active) {
-		/* clang-format off */
-
-COMPUTE_SHADER_CODE
-
-		/* clang-format on */
+#CODE : PROCESS
 	}
 }

+ 1 - 1
servers/rendering/renderer_rd/shaders/particles_copy.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/resolve.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/roughness_limiter.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 

+ 17 - 37
servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 #include "scene_forward_clustered_inc.glsl"
 
@@ -81,11 +81,11 @@ layout(location = 5) out vec3 tangent_interp;
 layout(location = 6) out vec3 binormal_interp;
 #endif
 
-#ifdef USE_MATERIAL_UNIFORMS
+#ifdef MATERIAL_UNIFORMS_USED
 layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
-	/* clang-format off */
-MATERIAL_UNIFORMS
-	/* clang-format on */
+
+#MATERIAL_UNIFORMS
+
 } material;
 #endif
 
@@ -99,11 +99,7 @@ layout(location = 8) out float dp_clip;
 
 layout(location = 9) out flat uint instance_index;
 
-/* clang-format off */
-
-VERTEX_SHADER_GLOBALS
-
-/* clang-format on */
+#GLOBALS
 
 void main() {
 	vec4 instance_custom = vec4(0.0);
@@ -230,11 +226,7 @@ void main() {
 	mat3 modelview_normal = mat3(scene_data.inv_camera_matrix) * world_normal_matrix;
 
 	{
-		/* clang-format off */
-
-VERTEX_SHADER_CODE
-
-		/* clang-format on */
+#CODE : VERTEX
 	}
 
 // using local coordinates (default)
@@ -325,7 +317,7 @@ VERTEX_SHADER_CODE
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 #include "scene_forward_clustered_inc.glsl"
 
@@ -372,19 +364,15 @@ layout(location = 9) in flat uint instance_index;
 #define LIGHT_TRANSMITTANCE_USED
 #endif
 
-#ifdef USE_MATERIAL_UNIFORMS
+#ifdef MATERIAL_UNIFORMS_USED
 layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
-	/* clang-format off */
-MATERIAL_UNIFORMS
-	/* clang-format on */
-} material;
-#endif
 
-/* clang-format off */
+#MATERIAL_UNIFORMS
 
-FRAGMENT_SHADER_GLOBALS
+} material;
+#endif
 
-/* clang-format on */
+#GLOBALS
 
 #ifdef MODE_RENDER_DEPTH
 
@@ -581,18 +569,14 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation,
 #endif
 		inout vec3 diffuse_light, inout vec3 specular_light) {
 
-#if defined(USE_LIGHT_SHADER_CODE)
+#if defined(LIGHT_CODE_USED)
 	// light is written by the light shader
 
 	vec3 normal = N;
 	vec3 light = L;
 	vec3 view = V;
 
-	/* clang-format off */
-
-LIGHT_SHADER_CODE
-
-	/* clang-format on */
+#CODE : LIGHT
 
 #else
 
@@ -794,7 +778,7 @@ LIGHT_SHADER_CODE
 	alpha = min(alpha, clamp(1.0 - attenuation), 0.0, 1.0));
 #endif
 
-#endif //defined(USE_LIGHT_SHADER_CODE)
+#endif //defined(LIGHT_CODE_USED)
 }
 
 #ifndef USE_NO_SHADOWS
@@ -1925,11 +1909,7 @@ void main() {
 #endif // ALPHA_ANTIALIASING_EDGE_USED
 
 	{
-		/* clang-format off */
-
-FRAGMENT_SHADER_CODE
-
-		/* clang-format on */
+#CODE : FRAGMENT
 	}
 
 #ifdef LIGHT_TRANSMITTANCE_USED

+ 1 - 1
servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 

+ 2 - 2
servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 #define MAX_CASCADES 8
 
@@ -153,7 +153,7 @@ void main() {
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(location = 0) out vec4 frag_color;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
 

+ 0 - 182
servers/rendering/renderer_rd/shaders/sdfgi_fields.glsl

@@ -1,182 +0,0 @@
-/* clang-format off */
-[compute]
-
-#version 450
-
-VERSION_DEFINES
-
-layout(local_size_x = OCT_RES, local_size_y = OCT_RES, local_size_z = 1) in;
-
-/* clang-format on */
-
-#define MAX_CASCADES 8
-
-layout(rgba16f, set = 0, binding = 1) uniform restrict image2DArray irradiance_texture;
-layout(rg16f, set = 0, binding = 2) uniform restrict image2DArray depth_texture;
-
-layout(rgba32ui, set = 0, binding = 3) uniform restrict uimage2DArray irradiance_history_texture;
-layout(rg32ui, set = 0, binding = 4) uniform restrict uimage2DArray depth_history_texture;
-
-struct CascadeData {
-	vec3 offset; //offset of (0,0,0) in world coordinates
-	float to_cell; // 1/bounds * grid_size
-};
-
-layout(set = 0, binding = 5, std140) uniform Cascades {
-	CascadeData data[MAX_CASCADES];
-}
-cascades;
-
-#define DEPTH_HISTORY_BITS 24
-#define IRRADIANCE_HISTORY_BITS 16
-
-layout(push_constant, binding = 0, std430) uniform Params {
-	vec3 grid_size;
-	uint max_cascades;
-
-	uint probe_axis_size;
-	uint cascade;
-	uint history_size;
-	uint pad0;
-
-	ivec3 scroll; //scroll in probes
-	uint pad1;
-}
-params;
-
-void main() {
-	ivec2 local = ivec2(gl_LocalInvocationID.xy);
-	ivec2 probe = ivec2(gl_WorkGroupID.xy);
-
-	ivec3 probe_cell;
-	probe_cell.x = probe.x % int(params.probe_axis_size);
-	probe_cell.y = probe.y;
-	probe_cell.z = probe.x / int(params.probe_axis_size);
-
-#ifdef MODE_SCROLL_BEGIN
-
-	ivec3 read_cell = probe_cell - params.scroll;
-
-	uint src_layer = (params.history_size + 1) * params.cascade;
-	uint dst_layer = (params.history_size + 1) * params.max_cascades;
-
-	for (uint i = 0; i <= params.history_size; i++) {
-		ivec3 write_pos = ivec3(probe * OCT_RES + local, int(i));
-
-		if (any(lessThan(read_pos, ivec3(0))) || any(greaterThanEqual(read_pos, ivec3(params.probe_axis_size)))) {
-			// nowhere to read from for scrolling, try finding the value from upper probes
-
-#ifdef MODE_IRRADIANCE
-			imageStore(irradiance_history_texture, write_pos, uvec4(0));
-#endif
-#ifdef MODE_DEPTH
-			imageStore(depth_history_texture, write_pos, uvec4(0));
-#endif
-		} else {
-			ivec3 read_pos;
-			read_pos.xy = read_cell.xy;
-			read_pos.x += read_cell.z * params.probe_axis_size;
-			read_pos.xy = read_pos.xy * OCT_RES + local;
-			read_pos.z = int(i);
-
-#ifdef MODE_IRRADIANCE
-			uvec4 value = imageLoad(irradiance_history_texture, read_pos);
-			imageStore(irradiance_history_texture, write_pos, value);
-#endif
-#ifdef MODE_DEPTH
-			uvec2 value = imageLoad(depth_history_texture, read_pos);
-			imageStore(depth_history_texture, write_pos, value);
-#endif
-		}
-	}
-
-#endif // MODE_SCROLL_BEGIN
-
-#ifdef MODE_SCROLL_END
-
-	uint src_layer = (params.history_size + 1) * params.max_cascades;
-	uint dst_layer = (params.history_size + 1) * params.cascade;
-
-	for (uint i = 0; i <= params.history_size; i++) {
-		ivec3 pos = ivec3(probe * OCT_RES + local, int(i));
-
-#ifdef MODE_IRRADIANCE
-		uvec4 value = imageLoad(irradiance_history_texture, read_pos);
-		imageStore(irradiance_history_texture, write_pos, value);
-#endif
-#ifdef MODE_DEPTH
-		uvec2 value = imageLoad(depth_history_texture, read_pos);
-		imageStore(depth_history_texture, write_pos, value);
-#endif
-	}
-
-#endif //MODE_SCROLL_END
-
-#ifdef MODE_STORE
-
-	uint src_layer = (params.history_size + 1) * params.cascade + params.history_size;
-	ivec3 read_pos = ivec3(probe * OCT_RES + local, int(src_layer));
-
-	ivec3 write_pos = ivec3(probe * (OCT_RES + 2) + ivec2(1), int(params.cascade));
-
-	ivec3 copy_to[4] = ivec3[](write_pos, ivec3(-2, -2, -2), ivec3(-2, -2, -2), ivec3(-2, -2, -2));
-
-#ifdef MODE_IRRADIANCE
-	uvec4 average = imageLoad(irradiance_history_texture, read_pos);
-	vec4 light_accum = vec4(average / params.history_size) / float(1 << IRRADIANCE_HISTORY_BITS);
-
-#endif
-#ifdef MODE_DEPTH
-	uvec2 value = imageLoad(depth_history_texture, read_pos);
-	vec2 depth_accum = vec4(average / params.history_size) / float(1 << IRRADIANCE_HISTORY_BITS);
-
-	float probe_cell_size = float(params.grid_size / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
-	float max_depth = length(params.grid_size / cascades.data[params.max_cascades - 1].to_cell);
-	max_depth /= probe_cell_size;
-
-	depth_value = (vec2(average / params.history_size) / float(1 << DEPTH_HISTORY_BITS)) * vec2(max_depth, max_depth * max_depth);
-
-#endif
-
-	/* Fill the border if required */
-
-	if (local == ivec2(0, 0)) {
-		copy_to[1] = texture_pos + ivec3(OCT_RES - 1, -1, 0);
-		copy_to[2] = texture_pos + ivec3(-1, OCT_RES - 1, 0);
-		copy_to[3] = texture_pos + ivec3(OCT_RES, OCT_RES, 0);
-	} else if (local == ivec2(OCT_RES - 1, 0)) {
-		copy_to[1] = texture_pos + ivec3(0, -1, 0);
-		copy_to[2] = texture_pos + ivec3(OCT_RES, OCT_RES - 1, 0);
-		copy_to[3] = texture_pos + ivec3(-1, OCT_RES, 0);
-	} else if (local == ivec2(0, OCT_RES - 1)) {
-		copy_to[1] = texture_pos + ivec3(-1, 0, 0);
-		copy_to[2] = texture_pos + ivec3(OCT_RES - 1, OCT_RES, 0);
-		copy_to[3] = texture_pos + ivec3(OCT_RES, -1, 0);
-	} else if (local == ivec2(OCT_RES - 1, OCT_RES - 1)) {
-		copy_to[1] = texture_pos + ivec3(0, OCT_RES, 0);
-		copy_to[2] = texture_pos + ivec3(OCT_RES, 0, 0);
-		copy_to[3] = texture_pos + ivec3(-1, -1, 0);
-	} else if (local.y == 0) {
-		copy_to[1] = texture_pos + ivec3(OCT_RES - local.x - 1, local.y - 1, 0);
-	} else if (local.x == 0) {
-		copy_to[1] = texture_pos + ivec3(local.x - 1, OCT_RES - local.y - 1, 0);
-	} else if (local.y == OCT_RES - 1) {
-		copy_to[1] = texture_pos + ivec3(OCT_RES - local.x - 1, local.y + 1, 0);
-	} else if (local.x == OCT_RES - 1) {
-		copy_to[1] = texture_pos + ivec3(local.x + 1, OCT_RES - local.y - 1, 0);
-	}
-
-	for (int i = 0; i < 4; i++) {
-		if (copy_to[i] == ivec3(-2, -2, -2)) {
-			continue;
-		}
-#ifdef MODE_IRRADIANCE
-		imageStore(irradiance_texture, copy_to[i], light_accum);
-#endif
-#ifdef MODE_DEPTH
-		imageStore(depth_texture, copy_to[i], vec4(depth_value, 0.0, 0.0));
-#endif
-	}
-
-#endif // MODE_STORE
-}

+ 1 - 1
servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 #ifdef MODE_JUMPFLOOD_OPTIMIZED
 #define GROUP_SIZE 8

+ 1 - 1
servers/rendering/renderer_rd/shaders/skeleton.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
 

+ 6 - 26
servers/rendering/renderer_rd/shaders/sky.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(location = 0) out vec2 uv_interp;
 
@@ -24,7 +24,7 @@ void main() {
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 #define M_PI 3.14159265359
 
@@ -88,13 +88,9 @@ layout(set = 0, binding = 3, std140) uniform DirectionalLights {
 
 directional_lights;
 
-#ifdef USE_MATERIAL_UNIFORMS
+#ifdef MATERIAL_UNIFORMS_USED
 layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
-	/* clang-format off */
-
-MATERIAL_UNIFORMS
-
-	/* clang-format on */
+#MATERIAL_UNIFORMS
 } material;
 #endif
 
@@ -127,11 +123,7 @@ layout(set = 3, binding = 0) uniform texture3D volumetric_fog_texture;
 #define AT_QUARTER_RES_PASS false
 #endif
 
-/* clang-format off */
-
-FRAGMENT_SHADER_GLOBALS
-
-/* clang-format on */
+#GLOBALS
 
 layout(location = 0) out vec4 frag_color;
 
@@ -202,22 +194,10 @@ void main() {
 #endif
 #endif
 
-// unused, just here to make our compiler happy, make sure we don't execute any light code the user adds in..
-#ifndef REALLYINCLUDETHIS
-	{
-		/* clang-format off */
-
-LIGHT_SHADER_CODE
-
-		/* clang-format on */
-	}
-#endif
 	{
-		/* clang-format off */
 
-FRAGMENT_SHADER_CODE
+#CODE : SKY
 
-		/* clang-format on */
 	}
 
 	frag_color.rgb = color * params.position_multiplier.w;

+ 1 - 1
servers/rendering/renderer_rd/shaders/sort.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 // Original version here:
 // https://github.com/GPUOpen-LibrariesAndSDKs/GPUParticles11/blob/master/gpuparticles11/src/Shaders

+ 2 - 2
servers/rendering/renderer_rd/shaders/specular_merge.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(location = 0) out vec2 uv_interp;
 
@@ -17,7 +17,7 @@ void main() {
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(location = 0) in vec2 uv_interp;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/ssao.glsl

@@ -21,7 +21,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 #define SSAO_ADAPTIVE_TAP_BASE_COUNT 5
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/ssao_blur.glsl

@@ -21,7 +21,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/ssao_downsample.glsl

@@ -21,7 +21,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl

@@ -21,7 +21,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/ssao_interleave.glsl

@@ -20,7 +20,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 

+ 2 - 2
servers/rendering/renderer_rd/shaders/tonemap.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(location = 0) out vec2 uv_interp;
 
@@ -16,7 +16,7 @@ void main() {
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 layout(location = 0) in vec2 uv_interp;
 

+ 1 - 1
servers/rendering/renderer_rd/shaders/volumetric_fog.glsl

@@ -2,7 +2,7 @@
 
 #version 450
 
-VERSION_DEFINES
+#VERSION_DEFINES
 
 /* Do not use subgroups here, seems there is not much advantage and causes glitches
 #if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic)

+ 17 - 29
servers/rendering/shader_language.cpp

@@ -3109,20 +3109,20 @@ bool ShaderLanguage::_validate_varying_assign(ShaderNode::Varying &p_varying, St
 	}
 	switch (p_varying.stage) {
 		case ShaderNode::Varying::STAGE_UNKNOWN: // first assign
-			if (current_function == String("vertex")) {
+			if (current_function == varying_function_names.vertex) {
 				p_varying.stage = ShaderNode::Varying::STAGE_VERTEX;
-			} else if (current_function == String("fragment")) {
+			} else if (current_function == varying_function_names.fragment) {
 				p_varying.stage = ShaderNode::Varying::STAGE_FRAGMENT;
 			}
 			break;
 		case ShaderNode::Varying::STAGE_VERTEX:
-			if (current_function == String("fragment")) {
+			if (current_function == varying_function_names.fragment) {
 				*r_message = RTR("Varyings which assigned in 'vertex' function may not be reassigned in 'fragment' or 'light'.");
 				return false;
 			}
 			break;
 		case ShaderNode::Varying::STAGE_FRAGMENT:
-			if (current_function == String("vertex")) {
+			if (current_function == varying_function_names.vertex) {
 				*r_message = RTR("Varyings which assigned in 'fragment' function may not be reassigned in 'vertex' or 'light'.");
 				return false;
 			}
@@ -3139,25 +3139,25 @@ bool ShaderLanguage::_validate_varying_using(ShaderNode::Varying &p_varying, Str
 			*r_message = RTR("Varying must be assigned before using!");
 			return false;
 		case ShaderNode::Varying::STAGE_VERTEX:
-			if (current_function == String("fragment")) {
+			if (current_function == varying_function_names.fragment) {
 				p_varying.stage = ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT;
-			} else if (current_function == String("light")) {
+			} else if (current_function == varying_function_names.light) {
 				p_varying.stage = ShaderNode::Varying::STAGE_VERTEX_TO_LIGHT;
 			}
 			break;
 		case ShaderNode::Varying::STAGE_FRAGMENT:
-			if (current_function == String("light")) {
+			if (current_function == varying_function_names.light) {
 				p_varying.stage = ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT;
 			}
 			break;
 		case ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT:
-			if (current_function == String("light")) {
+			if (current_function == varying_function_names.light) {
 				*r_message = RTR("Varying must only be used in two different stages, which can be 'vertex' 'fragment' and 'light'");
 				return false;
 			}
 			break;
 		case ShaderNode::Varying::STAGE_VERTEX_TO_LIGHT:
-			if (current_function == String("fragment")) {
+			if (current_function == varying_function_names.fragment) {
 				*r_message = RTR("Varying must only be used in two different stages, which can be 'vertex' 'fragment' and 'light'");
 				return false;
 			}
@@ -5847,7 +5847,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
 			//check return type
 			BlockNode *b = p_block;
 
-			if (b && b->parent_function && (b->parent_function->name == "vertex" || b->parent_function->name == "fragment" || b->parent_function->name == "light")) {
+			if (b && b->parent_function && p_function_info.main_function) {
 				_set_error(vformat("Using 'return' in '%s' processor function results in undefined behavior!", b->parent_function->name));
 				return ERR_PARSE_ERROR;
 			}
@@ -7246,26 +7246,12 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
 }
 
 bool ShaderLanguage::has_builtin(const Map<StringName, ShaderLanguage::FunctionInfo> &p_functions, const StringName &p_name) {
-	if (p_functions.has("vertex")) {
-		if (p_functions["vertex"].built_ins.has(p_name)) {
-			return true;
-		}
-	}
-	if (p_functions.has("fragment")) {
-		if (p_functions["fragment"].built_ins.has(p_name)) {
-			return true;
-		}
-	}
-	if (p_functions.has("light")) {
-		if (p_functions["light"].built_ins.has(p_name)) {
-			return true;
-		}
-	}
-	if (p_functions.has("compute")) {
-		if (p_functions["compute"].built_ins.has(p_name)) {
+	for (Map<StringName, ShaderLanguage::FunctionInfo>::Element *E = p_functions.front(); E; E = E->next()) {
+		if (E->get().built_ins.has(p_name)) {
 			return true;
 		}
 	}
+
 	return false;
 }
 
@@ -7399,11 +7385,12 @@ String ShaderLanguage::get_shader_type(const String &p_code) {
 	return String();
 }
 
-Error ShaderLanguage::compile(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func) {
+Error ShaderLanguage::compile(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const VaryingFunctionNames &p_varying_function_names, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func) {
 	clear();
 
 	code = p_code;
 	global_var_get_type_func = p_global_variable_type_func;
+	varying_function_names = p_varying_function_names;
 
 	nodes = nullptr;
 
@@ -7416,10 +7403,11 @@ Error ShaderLanguage::compile(const String &p_code, const Map<StringName, Functi
 	return OK;
 }
 
-Error ShaderLanguage::complete(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func, List<ScriptCodeCompletionOption> *r_options, String &r_call_hint) {
+Error ShaderLanguage::complete(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const VaryingFunctionNames &p_varying_function_names, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func, List<ScriptCodeCompletionOption> *r_options, String &r_call_hint) {
 	clear();
 
 	code = p_code;
+	varying_function_names = p_varying_function_names;
 
 	nodes = nullptr;
 	global_var_get_type_func = p_global_variable_type_func;

+ 17 - 3
servers/rendering/shader_language.h

@@ -331,6 +331,17 @@ public:
 		MAX_INSTANCE_UNIFORM_INDICES = 16
 	};
 
+	struct VaryingFunctionNames {
+		StringName fragment;
+		StringName vertex;
+		StringName light;
+		VaryingFunctionNames() {
+			fragment = "fragment";
+			vertex = "vertex";
+			light = "light";
+		}
+	};
+
 	struct Node {
 		Node *next = nullptr;
 
@@ -769,7 +780,8 @@ public:
 		Map<StringName, BuiltInInfo> built_ins;
 		Map<StringName, StageFunctionInfo> stage_functions;
 
-		bool can_discard;
+		bool can_discard = false;
+		bool main_function = false;
 	};
 	static bool has_builtin(const Map<StringName, ShaderLanguage::FunctionInfo> &p_functions, const StringName &p_name);
 
@@ -796,6 +808,8 @@ private:
 	StringName current_function;
 	bool last_const = false;
 
+	VaryingFunctionNames varying_function_names;
+
 	TkPos _get_tkpos() {
 		TkPos tkp;
 		tkp.char_idx = char_idx;
@@ -898,8 +912,8 @@ public:
 	void clear();
 
 	static String get_shader_type(const String &p_code);
-	Error compile(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func);
-	Error complete(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func, List<ScriptCodeCompletionOption> *r_options, String &r_call_hint);
+	Error compile(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const VaryingFunctionNames &p_varying_function_names, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func);
+	Error complete(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const VaryingFunctionNames &p_varying_function_names, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func, List<ScriptCodeCompletionOption> *r_options, String &r_call_hint);
 
 	String get_error_text();
 	int get_error_line();

+ 44 - 37
servers/rendering/shader_types.cpp

@@ -74,6 +74,7 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM2"] = ShaderLanguage::TYPE_VEC4;
 	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM3"] = ShaderLanguage::TYPE_VEC4;
 	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].can_discard = false;
+	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].main_function = true;
 
 	//builtins
 	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
@@ -139,6 +140,7 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["RADIANCE"] = ShaderLanguage::TYPE_VEC4;
 	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["IRRADIANCE"] = ShaderLanguage::TYPE_VEC4;
 	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].can_discard = true;
+	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].main_function = true;
 
 	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_SCISSOR_THRESHOLD"] = ShaderLanguage::TYPE_FLOAT;
 	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_HASH_SCALE"] = ShaderLanguage::TYPE_FLOAT;
@@ -171,6 +173,7 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
 
 	shader_modes[RS::SHADER_SPATIAL].functions["light"].can_discard = true;
+	shader_modes[RS::SHADER_SPATIAL].functions["light"].main_function = true;
 
 	//order used puts first enum mode (default) first
 	shader_modes[RS::SHADER_SPATIAL].modes.push_back("blend_mix");
@@ -236,6 +239,7 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
 	shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
 	shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].can_discard = false;
+	shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].main_function = true;
 
 	shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC2;
 	shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SHADOW_VERTEX"] = ShaderLanguage::TYPE_VEC2;
@@ -257,6 +261,7 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
 	shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
 	shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].can_discard = true;
+	shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].main_function = true;
 
 	{
 		ShaderLanguage::StageFunctionInfo func;
@@ -294,6 +299,7 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
 	shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
 	shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].can_discard = true;
+	shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].main_function = true;
 
 	shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("skip_vertex_transform");
 
@@ -310,34 +316,34 @@ ShaderTypes::ShaderTypes() {
 	/************ PARTICLES **************************/
 
 	shader_modes[RS::SHADER_PARTICLES].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3;
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT;
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["ACTIVE"] = ShaderLanguage::TYPE_BOOL;
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART"] = constt(ShaderLanguage::TYPE_BOOL);
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT);
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT);
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT);
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_INT);
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4);
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT);
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["FLAG_EMIT_POSITION"] = constt(ShaderLanguage::TYPE_UINT);
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["FLAG_EMIT_ROT_SCALE"] = constt(ShaderLanguage::TYPE_UINT);
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["FLAG_EMIT_VELOCITY"] = constt(ShaderLanguage::TYPE_UINT);
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["FLAG_EMIT_COLOR"] = constt(ShaderLanguage::TYPE_UINT);
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["FLAG_EMIT_CUSTOM"] = constt(ShaderLanguage::TYPE_UINT);
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_POSITION"] = constt(ShaderLanguage::TYPE_BOOL);
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_ROT_SCALE"] = constt(ShaderLanguage::TYPE_BOOL);
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_VELOCITY"] = constt(ShaderLanguage::TYPE_BOOL);
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_COLOR"] = constt(ShaderLanguage::TYPE_BOOL);
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["RESTART_CUSTOM"] = constt(ShaderLanguage::TYPE_BOOL);
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["COLLIDED"] = constt(ShaderLanguage::TYPE_BOOL);
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["COLLISION_NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["COLLISION_DEPTH"] = constt(ShaderLanguage::TYPE_FLOAT);
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].built_ins["ATTRACTOR_FORCE"] = constt(ShaderLanguage::TYPE_VEC3);
-	shader_modes[RS::SHADER_PARTICLES].functions["compute"].can_discard = false;
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3;
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT;
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["ACTIVE"] = ShaderLanguage::TYPE_BOOL;
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["RESTART"] = constt(ShaderLanguage::TYPE_BOOL);
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT);
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT);
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT);
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_INT);
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4);
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT);
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_POSITION"] = constt(ShaderLanguage::TYPE_UINT);
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_ROT_SCALE"] = constt(ShaderLanguage::TYPE_UINT);
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_VELOCITY"] = constt(ShaderLanguage::TYPE_UINT);
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_COLOR"] = constt(ShaderLanguage::TYPE_UINT);
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_CUSTOM"] = constt(ShaderLanguage::TYPE_UINT);
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["RESTART_POSITION"] = constt(ShaderLanguage::TYPE_BOOL);
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["RESTART_ROT_SCALE"] = constt(ShaderLanguage::TYPE_BOOL);
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["RESTART_VELOCITY"] = constt(ShaderLanguage::TYPE_BOOL);
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["RESTART_COLOR"] = constt(ShaderLanguage::TYPE_BOOL);
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["RESTART_CUSTOM"] = constt(ShaderLanguage::TYPE_BOOL);
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLLIDED"] = constt(ShaderLanguage::TYPE_BOOL);
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLLISION_NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["COLLISION_DEPTH"] = constt(ShaderLanguage::TYPE_FLOAT);
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["ATTRACTOR_FORCE"] = constt(ShaderLanguage::TYPE_VEC3);
+	shader_modes[RS::SHADER_PARTICLES].functions["process"].main_function = true;
 
 	{
 		ShaderLanguage::StageFunctionInfo emit_vertex_func;
@@ -347,7 +353,7 @@ ShaderTypes::ShaderTypes() {
 		emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("custom", ShaderLanguage::TYPE_VEC4));
 		emit_vertex_func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("flags", ShaderLanguage::TYPE_UINT));
 		emit_vertex_func.return_type = ShaderLanguage::TYPE_BOOL; //whether it could emit
-		shader_modes[RS::SHADER_PARTICLES].functions["compute"].stage_functions["emit_subparticle"] = emit_vertex_func;
+		shader_modes[RS::SHADER_PARTICLES].functions["process"].stage_functions["emit_subparticle"] = emit_vertex_func;
 	}
 
 	shader_modes[RS::SHADER_PARTICLES].modes.push_back("collision_use_scale");
@@ -384,14 +390,15 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT3_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
 	shader_modes[RS::SHADER_SKY].functions["global"].built_ins["LIGHT3_SIZE"] = constt(ShaderLanguage::TYPE_FLOAT);
 
-	shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC3;
-	shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
-	shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["EYEDIR"] = constt(ShaderLanguage::TYPE_VEC3);
-	shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
-	shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["SKY_COORDS"] = constt(ShaderLanguage::TYPE_VEC2);
-	shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["HALF_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
-	shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["QUARTER_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
-	shader_modes[RS::SHADER_SKY].functions["fragment"].built_ins["FOG"] = ShaderLanguage::TYPE_VEC4;
+	shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC3;
+	shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
+	shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["EYEDIR"] = constt(ShaderLanguage::TYPE_VEC3);
+	shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
+	shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["SKY_COORDS"] = constt(ShaderLanguage::TYPE_VEC2);
+	shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["HALF_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
+	shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["QUARTER_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
+	shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["FOG"] = ShaderLanguage::TYPE_VEC4;
+	shader_modes[RS::SHADER_SKY].functions["sky"].main_function = true;
 
 	shader_modes[RS::SHADER_SKY].modes.push_back("use_half_res_pass");
 	shader_modes[RS::SHADER_SKY].modes.push_back("use_quarter_res_pass");

+ 1 - 1
tests/test_shader_lang.cpp

@@ -344,7 +344,7 @@ MainLoop *test() {
 	Set<String> types;
 	types.insert("spatial");
 
-	Error err = sl.compile(code, dt, rm, types, nullptr);
+	Error err = sl.compile(code, dt, rm, ShaderLanguage::VaryingFunctionNames(), types, nullptr);
 
 	if (err) {
 		print_line("Error at line: " + rtos(sl.get_error_line()) + ": " + sl.get_error_text());