]> git.tdb.fi Git - libs/gl.git/blobdiff - source/programbuilder.cpp
Tweak goal variable handling in ProgramBuilder
[libs/gl.git] / source / programbuilder.cpp
index 636d87a92018bdd7542007f9b7437193c33780f1..0f29675f19dd3e45e4a63633747c6d31093f5680 100644 (file)
@@ -1,5 +1,7 @@
 #include <algorithm>
+#include <cstring>
 #include <msp/strings/format.h>
+#include "extension.h"
 #include "program.h"
 #include "programbuilder.h"
 #include "shader.h"
@@ -19,6 +21,7 @@ Naming conventions:
   eye_*      Eye space
   tbn_*      Tangent-Binormal-Normal space
   shd_*      Shadow space
+  env_*      Environment space
   *_dir      Direction vector
 
   zzz_*      Wildcard space, resolved by the builder
@@ -36,54 +39,68 @@ Naming conventions:
 
 /* The array are stored in reverse order, so that variables always come after
 anything that might need them. */
-const ProgramBuilder::StandardVariable ProgramBuilder::standard_variables[] =
+const ProgramBuilder::VariableDefinition ProgramBuilder::standard_variables[] =
 {
-       { FRAGMENT, "gl_FragColor", 0, "color_base", "!t" },
-       { FRAGMENT, "gl_FragColor", 0, "tex_sample", "!l!s!mt" },
-       { FRAGMENT, "gl_FragColor", 0, "tex_sample*color_base", "l|s|mt" },
+       { FRAGMENT, "gl_FragColor", "vec4", "frag_color", "g" },
+       { FRAGMENT, "frag_color", "vec4", "color_base", "!t" },
+       { FRAGMENT, "frag_color", "vec4", "tex_sample", "!l!s!mt" },
+       { FRAGMENT, "frag_color", "vec4", "tex_sample*color_base", "l|s|mt" },
        { FRAGMENT, "color_base", "vec4", "vec4(1.0)", "!l!s!m" },
        { FRAGMENT, "color_base", "vec4", "color", "!l!sm" },
        { FRAGMENT, "color_base", "vec4", "vec4(vec3(l_shadow), 1.0)", "!ls!m" },
        { FRAGMENT, "color_base", "vec4", "color*vec4(vec3(l_shadow), 1.0)", "!lsm" },
-       { FRAGMENT, "color_base", "vec4", "vec4(rgb_light_full, 1.0)", "l!m" },
-       { FRAGMENT, "color_base", "vec4", "vec4(rgb_light_full, gl_FrontMaterial.diffuse.a)", "lm" },
-       { FRAGMENT, "rgb_light_full", "vec3", "rgb_light_shadow+gl_FrontLightModelProduct.sceneColor.rgb", "m" },
+       { FRAGMENT, "color_base", "vec4", "vec4(rgb_light_env, 1.0)", "l!m" },
+       { FRAGMENT, "color_base", "vec4", "vec4(rgb_light_env, material.diffuse.a)", "lm" },
+       { FRAGMENT, "rgb_light_env", "vec3", "rgb_light_full+reflect_sample.rgb*reflectivity", "e" },
+       { FRAGMENT, "rgb_light_env", "vec3", "rgb_light_full", "!e" },
+       { FRAGMENT, "rgb_light_full", "vec3", "rgb_light_shadow+ambient_product_diffuse.rgb", "m" },
        { FRAGMENT, "rgb_light_full", "vec3", "rgb_light_shadow", "!m" },
+       { FRAGMENT, "ambient_product_diffuse", "vec4", "gl_FrontLightModelProduct.sceneColor", "g" },
+       { FRAGMENT, "ambient_product_diffuse", "vec4", "ambient_color*material.diffuse", "!g" },
        { FRAGMENT, "rgb_light_shadow", "vec3", "rgb_light*l_shadow", "s" },
        { FRAGMENT, "rgb_light_shadow", "vec3", "rgb_light", "!s" },
        { FRAGMENT, "rgb_light", "vec3", "vec3(l_diffuse)", "!m!p" },
        { FRAGMENT, "rgb_light", "vec3", "vec3(l_diffuse+l_specular)", "!mp" },
-       { FRAGMENT, "rgb_light", "vec3", "l_diffuse*gl_FrontLightProduct[0].diffuse.rgb", "m!p" },
-       { FRAGMENT, "rgb_light", "vec3", "l_diffuse*gl_FrontLightProduct[0].diffuse.rgb+l_specular*gl_FrontLightProduct[0].specular.rgb", "mp" },
+       { FRAGMENT, "rgb_light", "vec3", "l_diffuse*light_product_diffuse.rgb", "m!p" },
+       { FRAGMENT, "rgb_light", "vec3", "l_diffuse*light_product_diffuse.rgb+l_specular*light_product_specular.rgb", "mp" },
+       { FRAGMENT, "light_product_diffuse", "vec4", "gl_FrontLightProduct[0].diffuse", "g" },
+       { FRAGMENT, "light_product_diffuse", "vec4", "light_sources[0].diffuse*material.diffuse", "!g" },
+       { FRAGMENT, "light_product_specular", "vec4", "gl_FrontLightProduct[0].specular", "g" },
+       { FRAGMENT, "light_product_specular", "vec4", "light_sources[0].specular*material.specular", "!g" },
+       { FRAGMENT, "reflect_sample", "vec4", "textureCube(environment, env_reflect_dir)", 0 },
+       { FRAGMENT, "env_reflect_dir", "vec3", "env_eye_matrix*eye_reflect_dir", 0 },
+       { FRAGMENT, "eye_reflect_dir", "vec3", "eye_tbn_matrix*tbn_reflect_dir", "n" },
+       { FRAGMENT, "zzz_reflect_dir", "vec3", "reflect(zzz_incident_dir, n_zzz_normal)", 0 },
        { FRAGMENT, "l_shadow", "float", "mix(1.0, shadow_sample, shadow_darkness)", 0 },
        { FRAGMENT, "shadow_sample", "float", "shadow2D(shadow, shd_vertex).r", 0 },
        { FRAGMENT, "l_diffuse", "float", "max(dot(n_zzz_normal, n_zzz_light_dir), 0.0)", 0 },
-       { FRAGMENT, "l_specular", "float", "pow(max(dot(n_zzz_half_vec, n_zzz_normal), 0.0), gl_FrontMaterial.shininess)", 0 },
+       { FRAGMENT, "l_specular", "float", "pow(max(dot(n_zzz_half_vec, n_zzz_normal), 0.0), material.shininess)", 0 },
        { FRAGMENT, "n_zzz_half_vec", "vec3", "normalize(zzz_light_dir-zzz_incident_dir)", 0 },
        { FRAGMENT, "n_zzz_light_dir", "vec3", "normalize(zzz_light_dir)", 0 },
-       { FRAGMENT, "n_tbn_normal", "vec3", "texture2D(normalmap, texture_coord).xyz*2.0-1.0", "n" },
+       { FRAGMENT, "n_tbn_normal", "vec3", "normal_sample*2.0-1.0", "n" },
        { FRAGMENT, "n_eye_normal", "vec3", "normalize(eye_normal)", "!n" },
+       { FRAGMENT, "normal_sample", "vec3", "texture2D(normalmap, texture_coord).xyz", 0 },
        { FRAGMENT, "tex_sample", "vec4", "texture2D(texture, texture_coord)", 0 },
 
-       { VERTEX, "gl_Position", 0, "gl_ProjectionMatrix*eye_vertex", 0 },
-       { VERTEX, "shd_vertex", "vec3", "(eye_vertex*eye_shd_rmatrix).xyz", 0 },
-       { VERTEX, "eye_shd_rmatrix", "mat4", "mat4(gl_EyePlaneS[shadow_unit], gl_EyePlaneT[shadow_unit], gl_EyePlaneR[shadow_unit], vec4(0.0, 0.0, 0.0, 1.0))", 0 },
+       { VERTEX, "gl_Position", "vec4", "projection_matrix*eye_vertex", 0 },
+       { VERTEX, "shd_vertex", "vec3", "vec3(dot(eye_vertex, gl_EyePlaneS[shadow_unit]), dot(eye_vertex, gl_EyePlaneT[shadow_unit]), dot(eye_vertex, gl_EyePlaneR[shadow_unit]))", "g" },
+       { VERTEX, "shd_vertex", "vec3", "(shd_eye_matrix*eye_vertex).xyz", "!g" },
        { VERTEX, "tbn_light_dir", "vec3", "eye_light_dir*eye_tbn_matrix", 0 },
-       { VERTEX, "eye_light_dir", "vec3", "normalize(gl_LightSource[0].position.xyz-eye_vertex.xyz*gl_LightSource[0].position.w)", 0 },
+       { VERTEX, "eye_light_dir", "vec3", "normalize(eye_light_position.xyz-eye_vertex.xyz*eye_light_position.w)", 0 },
+       { VERTEX, "eye_light_position", "vec4", "light_sources[0].position", 0 },
        { VERTEX, "tbn_incident_dir", "vec3", "eye_incident_dir*eye_tbn_matrix", 0 },
        { VERTEX, "eye_incident_dir", "vec3", "normalize(eye_vertex.xyz)", 0 },
        { VERTEX, "eye_tbn_matrix", "mat3", "mat3(eye_tangent, eye_binormal, eye_normal)", 0 },
-       { VERTEX, "eye_vertex", "vec4", "gl_ModelViewMatrix*gl_Vertex", "!r" },
-       { VERTEX, "eye_vertex", "vec4", "transform_vertex(gl_Vertex)", "r" },
-       { VERTEX, "eye_normal", "vec3", "gl_NormalMatrix*gl_Normal", "!r" },
-       { VERTEX, "eye_normal", "vec3", "transform_normal(gl_Normal)", "r" },
-       { VERTEX, "eye_tangent", "vec3", "gl_NormalMatrix*tangent", "!r" },
-       { VERTEX, "eye_tangent", "vec3", "transform_normal(tangent)", "r" },
-       { VERTEX, "eye_binormal", "vec3", "gl_NormalMatrix*binormal", "!r" },
-       { VERTEX, "eye_binormal", "vec3", "transform_normal(binormal)", "r" },
-       { VERTEX, "color", "vec4", "gl_Color", 0 },
-       { VERTEX, "texture_coord", "vec2", "gl_MultiTexCoord0.xy", 0 },
-
+       { VERTEX, "eye_vertex", "vec4", "eye_obj_matrix*vertex", 0 },
+       { VERTEX, "eye_normal", "vec3", "eye_obj_normal_matrix*normal", 0 },
+       { VERTEX, "eye_tangent", "vec3", "eye_obj_normal_matrix*tangent", 0 },
+       { VERTEX, "eye_binormal", "vec3", "eye_obj_normal_matrix*binormal", 0 },
+       { VERTEX, "texture_coord", "vec2", "texcoord.xy", 0 },
+
+       { ATTRIBUTE, "vertex", "vec4", "gl_Vertex", 0 },
+       { ATTRIBUTE, "texcoord", "vec4", "gl_MultiTexCoord0", 0 },
+       { ATTRIBUTE, "color", "vec4", "gl_Color", 0 },
+       { ATTRIBUTE, "normal", "vec3", "gl_Normal", 0 },
        { ATTRIBUTE, "tangent", "vec3", 0, 0 },
        { ATTRIBUTE, "binormal", "vec3", 0, 0 },
 
@@ -92,16 +109,103 @@ const ProgramBuilder::StandardVariable ProgramBuilder::standard_variables[] =
        { UNIFORM, "shadow", "sampler2DShadow", 0, 0 },
        { UNIFORM, "shadow_darkness", "float", 0, 0 },
        { UNIFORM, "normalmap", "sampler2D", 0, 0 },
+       { UNIFORM, "environment", "samplerCube", 0, 0 },
+       { UNIFORM, "env_eye_matrix", "mat3", 0, 0 },
+       { UNIFORM, "reflectivity", "float", 0, 0 },
+       { UNIFORM, "eye_obj_matrix", "mat4", "gl_ModelViewMatrix", 0 },
+       { UNIFORM, "eye_obj_normal_matrix", "mat3", "gl_NormalMatrix", 0 },
+       { UNIFORM, "projection_matrix", "mat4", "gl_ProjectionMatrix", 0 },
+       { UNIFORM, "shd_eye_matrix", "mat4", 0, 0 },
+       { UNIFORM, "light_sources", "struct { vec4 position; vec4 diffuse; vec4 specular; } %s[2]", "gl_LightSource", 0 },
+       { UNIFORM, "ambient_color", "vec4", 0, 0 },
+       { UNIFORM, "material", "struct { vec4 ambient; vec4 diffuse; vec4 specular; float shininess; }", "gl_FrontMaterial", 0 },
 
        // Terminator entry
-       { NO_SCOPE,  0, 0, 0, 0 }
+       { NO_SCOPE, 0, 0, 0, 0 }
 };
 
 ProgramBuilder::ProgramBuilder(const StandardFeatures &f):
        features(f),
        feature_flags(features.create_flags()),
        optimize(true)
-{ }
+{
+       if(!features.custom.empty())
+       {
+               const char *whitespace = " \t\n";
+               string::size_type start = 0;
+               while(1)
+               {
+                       start = features.custom.find_first_not_of(whitespace, start);
+                       if(start==string::npos)
+                               break;
+
+                       string::size_type semicolon = features.custom.find(';', start);
+                       if(semicolon==start)
+                       {
+                               ++start;
+                               continue;
+                       }
+                       else if(semicolon==string::npos)
+                               throw invalid_variable_definition(features.custom.substr(start));
+
+                       string::size_type equals = features.custom.find('=', start);
+                       if(equals>semicolon)
+                               equals = string::npos;
+
+                       VariableDefinition var;
+                       string::size_type decl_end = min(equals, semicolon);
+                       for(unsigned i=0;; ++i)
+                       {
+                               string::size_type word_end = features.custom.find_first_of(whitespace, start);
+                               word_end = min(word_end, decl_end);
+                               features.custom[word_end] = 0;
+
+                               const char *word = &features.custom[start];
+                               if(i==0)
+                               {
+                                       if(!strcmp(word, "uniform"))
+                                               var.scope = UNIFORM;
+                                       else if(!strcmp(word, "attribute"))
+                                               var.scope = ATTRIBUTE;
+                                       else if(!strcmp(word, "vertex"))
+                                               var.scope = VERTEX;
+                                       else if(!strcmp(word, "fragment"))
+                                               var.scope = FRAGMENT;
+                                       else
+                                               throw invalid_variable_definition(word);
+                               }
+                               else if(i==1)
+                                       var.type = word;
+                               else if(i==2)
+                                       var.name = word;
+
+                               start = features.custom.find_first_not_of(whitespace, word_end+1);
+                               if(start>=decl_end)
+                                       break;
+                       }
+
+                       if(equals!=string::npos)
+                       {
+                               start = features.custom.find_first_not_of(whitespace, equals+1);
+                               if(start>=semicolon)
+                                       throw invalid_variable_definition("no expression");
+                               features.custom[semicolon] = 0;
+                               var.expression = &features.custom[start];
+                       }
+                       else
+                               var.expression = 0;
+
+                       var.flags = 0;
+                       for(const VariableDefinition *j=standard_variables; j->name; ++j)
+                               if(!strcmp(var.name, j->name))
+                                       var.flags = "o";
+
+                       custom_variables.push_front(var);
+
+                       start = semicolon+1;
+               }
+       }
+}
 
 void ProgramBuilder::set_optimize(bool o)
 {
@@ -121,13 +225,26 @@ void ProgramBuilder::add_shaders(Program &prog) const
        list<ShaderVariable *> resolved_vars;
 
        variables.push_front(ShaderVariable("gl_Position"));
-       variables.push_front(ShaderVariable("gl_FragColor"));
+       variables.push_front(ShaderVariable(features.legacy ? "gl_FragColor" : "frag_color"));
 
-       for(const StandardVariable *i=standard_variables; i->name; ++i)
+       list<VariableDefinition>::const_iterator next_custom = custom_variables.begin();
+       for(const VariableDefinition *i=standard_variables; i->name; )
        {
-               // Skip over anything that isn't used with the supplied flags
-               if(i->flags && !evaluate_flags(i->flags))
-                       continue;
+               const VariableDefinition *def = 0;
+               if(next_custom!=custom_variables.end() && (!strcmp(next_custom->name, i->name) || !next_custom->flags))
+               {
+                       def = &*next_custom;
+                       ++next_custom;
+               }
+               else
+               {
+                       def = i;
+                       ++i;
+
+                       // Skip over anything that isn't used with the supplied flags
+                       if(def->flags && !evaluate_flags(def->flags))
+                               continue;
+               }
 
                // See if this variable can satisfy any unresolved variables
                ShaderVariable *last_resolved = 0;
@@ -136,7 +253,7 @@ void ProgramBuilder::add_shaders(Program &prog) const
                        if(j->variable)
                                continue;
 
-                       if(!name_match(i->name, j->resolved_name.c_str()))
+                       if(!name_match(def->name, j->resolved_name.c_str()))
                                continue;
 
                        if(last_resolved)
@@ -148,15 +265,15 @@ void ProgramBuilder::add_shaders(Program &prog) const
                                continue;
                        }
 
-                       j->resolve(*i);
+                       j->resolve(*def);
                        resolved_vars.push_front(&*j);
                        if(!j->fuzzy_space)
                                last_resolved = &*j;
 
-                       if(!i->expression)
+                       if(!def->expression)
                                continue;
 
-                       vector<string> identifiers = extract_identifiers(i->expression);
+                       vector<string> identifiers = extract_identifiers(def->expression);
                        for(vector<string>::const_iterator k=identifiers.begin(); k!=identifiers.end(); ++k)
                        {
                                // Use an existing variable if possible, but only if it's not fuzzy
@@ -178,12 +295,23 @@ void ProgramBuilder::add_shaders(Program &prog) const
        if(optimize)
        {
                for(list<ShaderVariable *>::const_iterator i=resolved_vars.begin(); i!=resolved_vars.end(); ++i)
-                       (*i)->check_inline();
+                       (*i)->check_inline(features.legacy);
        }
 
        prog.attach_shader_owned(new VertexShader(create_source(resolved_vars, VERTEX)));
        prog.attach_shader_owned(new FragmentShader(create_source(resolved_vars, FRAGMENT)));
 
+       if(!features.legacy)
+       {
+               prog.bind_fragment_data(0, "frag_color");
+               prog.bind_attribute(VERTEX4, "vertex");
+               if(features.lighting)
+                       prog.bind_attribute(NORMAL3, "normal");
+               else if(features.material)
+                       prog.bind_attribute(COLOR4_FLOAT, "color");
+               if(features.texture || features.normalmap)
+                       prog.bind_attribute(TEXCOORD4, "texcoord");
+       }
        if(features.normalmap)
        {
                prog.bind_attribute(get_component_type(TANGENT3), "tangent");
@@ -195,33 +323,44 @@ string ProgramBuilder::create_source(const list<ShaderVariable *> &variables, Va
 {
        string source;
 
+       if(!features.legacy)
+               source += "#version 130\n";
+
        for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
-               if((*i)->variable->scope==UNIFORM && (*i)->is_referenced_from(scope))
-                       source += format("uniform %s %s;\n", (*i)->variable->type, (*i)->resolved_name);
+               if((*i)->variable->scope==UNIFORM && (*i)->is_referenced_from(scope) && !(*i)->inlined)
+               {
+                       if(strchr((*i)->variable->type, '%'))
+                               source += format("uniform %s;\n", format((*i)->variable->type, (*i)->resolved_name));
+                       else
+                               source += format("uniform %s %s;\n", (*i)->variable->type, (*i)->resolved_name);
+               }
 
        if(scope==VERTEX)
        {
+               const char *qualifier = (features.legacy ? "attribute" : "in");
                for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
-                       if((*i)->variable->scope==ATTRIBUTE)
-                               source += format("attribute %s %s;\n", (*i)->variable->type, (*i)->resolved_name);
+                       if((*i)->variable->scope==ATTRIBUTE && !(*i)->inlined)
+                               source += format("%s %s %s;\n", qualifier, (*i)->variable->type, (*i)->resolved_name);
        }
 
        /* Any variables defined in vertex scope but referenced from fragment scope
        should be exported as varyings over the interface. */
        list<ShaderVariable *> varyings;
        for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
-               if((*i)->variable->scope==VERTEX && (*i)->is_referenced_from(FRAGMENT))
+               if(((*i)->variable->scope==VERTEX || (*i)->variable->scope==ATTRIBUTE) && (*i)->is_referenced_from(FRAGMENT))
                {
                        varyings.push_back(*i);
-                       source += format("varying %s v_%s;\n", (*i)->variable->type, (*i)->resolved_name);
+                       const char *qualifier;
+                       if(!features.legacy)
+                               qualifier = (scope==VERTEX ? "out" : "in");
+                       else
+                               qualifier = "varying";
+                       source += format("%s %s v_%s;\n", qualifier, (*i)->variable->type, (*i)->resolved_name);
                }
 
-       if(scope==VERTEX && features.transform)
-       {
-               // Add the prototypes here, until I come up with something better
-               source += "vec4 transform_vertex(vec4);\n";
-               source += "vec3 transform_normal(vec3);\n";
-       }
+       for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
+               if((*i)->referenced_by.empty() && (*i)->resolved_name.compare(0, 3, "gl_"))
+                       source += format("out %s %s;\n", (*i)->variable->type, (*i)->resolved_name);
 
        source += "void main()\n{\n";
 
@@ -229,7 +368,7 @@ string ProgramBuilder::create_source(const list<ShaderVariable *> &variables, Va
                if((*i)->variable->scope==scope && !(*i)->inlined)
                {
                        source += '\t';
-                       if((*i)->variable->type)
+                       if(!(*i)->referenced_by.empty())
                        {
                                source += (*i)->variable->type;
                                source += ' ';
@@ -355,7 +494,8 @@ vector<string> ProgramBuilder::extract_identifiers(const char *expression)
 {
        vector<string> result;
        const char *ptr = expression;
-       unsigned start, length;
+       unsigned start = 0;
+       unsigned length = 0;
        while(parse_identifier(ptr, start, length))
        {
                result.push_back(string(ptr+start, length));
@@ -368,7 +508,8 @@ string ProgramBuilder::replace_identifiers(const char *expression, const map<str
 {
        string result;
        const char *ptr = expression;
-       unsigned start, length;
+       unsigned start = 0;
+       unsigned length = 0;
        while(parse_identifier(ptr, start, length))
        {
                result.append(ptr, start);
@@ -393,7 +534,7 @@ ProgramBuilder::StandardFeatures::StandardFeatures():
        normalmap(false),
        shadow(false),
        reflection(false),
-       transform(false)
+       legacy(!(get_glsl_version()>=Version(1, 30)))
 { }
 
 string ProgramBuilder::StandardFeatures::create_flags() const
@@ -415,8 +556,8 @@ string ProgramBuilder::StandardFeatures::create_flags() const
                flags += 's';
        if(reflection)
                flags += 'e';
-       if(transform)
-               flags += 'r';
+       if(legacy)
+               flags += 'g';
 
        return flags;
 }
@@ -431,12 +572,13 @@ ProgramBuilder::ShaderVariable::ShaderVariable(const std::string &n):
        inline_parens(false)
 { }
 
-void ProgramBuilder::ShaderVariable::resolve(const StandardVariable &var)
+void ProgramBuilder::ShaderVariable::resolve(const VariableDefinition &var)
 {
        variable = &var;
        const char *space = 0;
        if(name_match(var.name, resolved_name.c_str(), &space)==FUZZY)
                resolve_space(string(space, 3));
+
 }
 
 void ProgramBuilder::ShaderVariable::resolve(ShaderVariable &var)
@@ -482,10 +624,13 @@ void ProgramBuilder::ShaderVariable::update_reference(ShaderVariable &from, Shad
                resolve_space(to.resolved_space);
 }
 
-void ProgramBuilder::ShaderVariable::check_inline()
+void ProgramBuilder::ShaderVariable::check_inline(bool allow_legacy)
 {
        if(variable->expression)
        {
+               if(!allow_legacy && !strncmp(variable->expression, "gl_", 3))
+                       return;
+
                unsigned total_refs = referenced_by.size();
                unsigned in_scope_refs = 0;
                for(list<ShaderVariable *>::const_iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
@@ -523,7 +668,7 @@ string ProgramBuilder::ShaderVariable::get_expression() const
                if((*i)->variable)
                {
                        string replacement = (*i)->resolved_name;
-                       if(variable->scope==FRAGMENT && (*i)->variable->scope==VERTEX)
+                       if(variable->scope==FRAGMENT && ((*i)->variable->scope==VERTEX || (*i)->variable->scope==ATTRIBUTE))
                                replacement = "v_"+replacement;
                        else if((*i)->inlined)
                        {
@@ -545,6 +690,7 @@ string ProgramBuilder::ShaderVariable::get_expression() const
 ProgramBuilder::StandardFeatures::Loader::Loader(StandardFeatures &f):
        DataFile::ObjectLoader<StandardFeatures>(f)
 {
+       add("custom",    &StandardFeatures::custom);
        add("lighting",  &StandardFeatures::lighting);
        add("material",  &StandardFeatures::material);
        add("normalmap", &StandardFeatures::normalmap);
@@ -552,7 +698,6 @@ ProgramBuilder::StandardFeatures::Loader::Loader(StandardFeatures &f):
        add("shadow",    &StandardFeatures::shadow);
        add("specular",  &StandardFeatures::specular);
        add("texture",   &StandardFeatures::texture);
-       add("transform", &StandardFeatures::transform);
 }
 
 } // namespace GL