text: /*************************************************************************/
  /*  shader_compiler_gles2.h                                              */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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  /*************************************************************************/
  
  #ifndef SHADERCOMPILERGLES2_H
  #define SHADERCOMPILERGLES2_H
  
  #include "core/pair.h"
  #include "core/string_builder.h"
  #include "servers/visual/shader_language.h"
  #include "servers/visual/shader_types.h"
  #include "servers/visual_server.h"
  
  class ShaderCompilerGLES2 {
  public:
  	struct IdentifierActions {
  		Map<StringName, Pair<int *, int>> render_mode_values;
  		Map<StringName, bool *> render_mode_flags;
  		Map<StringName, bool *> usage_flag_pointers;
  		Map<StringName, bool *> write_flag_pointers;
  
  		Map<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms;
  
  		ShaderLanguage::StencilTest *front_stencil;
  		ShaderLanguage::StencilTest *back_stencil;
  		bool *uses_stencil;
  	};
  
  	struct GeneratedCode {
  		Vector<CharString> custom_defines;
  		Vector<StringName> uniforms;
  		Vector<StringName> texture_uniforms;
  		Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
  
  		String vertex_global;
  		String vertex;
  		String fragment_global;
  		String fragment;
  		String light;
  
  		bool uses_fragment_time;
  		bool uses_vertex_time;
  	};
  
  private:
  	ShaderLanguage parser;
  
  	struct DefaultIdentifierActions {
  		Map<StringName, String> renames;
  		Map<StringName, String> render_mode_defines;
  		Map<StringName, String> usage_defines;
  	};
  
  	void _dump_function_deps(const ShaderLanguage::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, StringBuilder &r_to_add, Set<StringName> &r_added);
  	String _dump_node_code(const ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_use_scope = true);
  
  	const ShaderLanguage::ShaderNode *shader;
  	const ShaderLanguage::FunctionNode *function;
  	StringName current_func_name;
  	StringName vertex_name;
  	StringName fragment_name;
  	StringName light_name;
  	StringName time_name;
  
  	Set<StringName> used_name_defines;
  	Set<StringName> used_flag_pointers;
  	Set<StringName> used_rmode_defines;
  	Set<StringName> internal_functions;
  	Set<StringName> fragment_varyings;
  
  	DefaultIdentifierActions actions[VS::SHADER_MAX];
  
  public:
  	Error compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code);
  
  	ShaderCompilerGLES2();
  };
  
  #endif // SHADERCOMPILERGLES2_H
  