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[WIP] Add basic import shader support #41583
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Example project. Remaining problems:
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Co-authored-by: bitsawer <sawerduster@gmail.com>
@clayjohn mentioned a proposal to make a new shader type import.
Edited: Don't have much effort on today 2020-08-28. So I'll circle back to the topic at a later date. Edited: Changed |
No. You can use uniforms and variables for #define and if else statements are already in the language. |
This needs to be ported to the latest master. It is salvageable, but I am currently lacking effort on it. The last tasks are to make sure the include detection handles multiple layers correctly. |
I am interested in salvaging this. As of right now, I've managed to port the changes to c0d01dc and at least gotten around |
I need this feature too. |
@MagdielM did you post your work anywhere? |
Oh sorry, after three-or-so weeks of trying to get multiple nesting levels to work and not getting very far, other responsibilities started piling up and I had to put this in the backburner for the time being. I apologize for not mentioning this earlier. |
Could you push your updated code to a branch in your fork and link it here? It would likely be helpful if someone is willing to continue this. Also, I'd argue that even supporting a single level of |
My work includes a small dependency graph that is supposed to update all included shaders, but I couldn't quite figure out why the parser fails to nest the |
Implements godotengine/godot-proposals#944. Also see #17303. This salvages #17797.
The syntax is
import "res://new_shader.shader";