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Merge pull request #7007 from PoolloverNathan/issue/godotengine/7006
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@@ -74,13 +74,11 @@ rename ``main`` to ``fragment``.
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Macros
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^^^^^^
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In keeping with its similarity to C, GLSL lets you use macros. Commonly
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``#define`` is used to define constants or small functions. There is no
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straightforward way to translate defines to Godot's shading language. If it is a
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function that is defined, then replace with a function, and if it is a constant,
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then replace with a uniform. For other macros (``#if``, ``#ifdef``, etc.), there
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is no equivalent because they run during the pre-processing stage of
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compilation.
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The :ref:`Godot shader preprocessor<doc_shader_preprocessor>` supports the following macros:
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* ``#define`` / ``#undef``
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* ``#if``, ``#elif``, ``#else``, ``#endif``, ``defined()``, ``#ifdef``, ``#ifndef``
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* ``#include`` (only ``.gdshaderinc`` files and with a maximum depth of 25)
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* ``#pragma disable_preprocessor``, which disables preprocessing for the rest of the file
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Variables
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^^^^^^^^^
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