93 Commits

Author SHA1 Message Date
Dennis Brakhane
8051d468d5 Clarify 'bgr' swizzle example in Shading language (#4868)
Saying that "order does not matter" is wrong or at least misleading.

This commit changes the comment to show that vector components can be
combined freely, and the order matters.

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-04-25 22:07:38 +02:00
Hugo Locurcio
0cbfd6fcd0 Fix shader TIME description to match how it actually works 2020-10-24 13:32:13 +02:00
Hugo Locurcio
8b65e6d4f5 Improve explanations around shader language's TIME variable 2020-10-17 15:29:27 +02:00
Rémi Verschelde
a16e10538f Merge branch 'master' into 3.2 2020-09-28 15:43:06 +02:00
Nathan Lovato
42a06ee9b7 Update tutorials/shading/shading_reference/shading_language.rst
- Use US English instead of British English
- Add edit from PR review
- Tweak commas
2020-09-22 09:16:43 -06:00
Arman
2817e712c7 Formalize language and improve grammar in "Shading Language"
- Remove second set of parentheses by restructuring the sentence
- Rewrite "In all honesty, mobile drivers are buggy..." with more formal language
2020-09-20 19:33:36 -07:00
Rémi Verschelde
e337af304f Merge branch 'master' into 3.2 2020-09-09 13:02:26 +02:00
Beuc
ab7c0a62fc Clarify what UV means in CanvasItem shaders (#3933) 2020-08-26 23:02:00 +02:00
Clay John
ff9d67f7e8 Add disable_fog to Sky shaders documentation (#3906) 2020-08-20 15:02:11 +02:00
Rémi Verschelde
76cf11c890 Merge branch 'master' into 3.2 2020-07-30 17:14:54 +02:00
Per Malmberg
8d48933e91 Fix return value for float-version of mix() in shading reference (#3812) 2020-07-19 17:16:43 +02:00
Kurt
8708a56a3d fix typo of 'Cross croduct' to 'Cross product' 2020-07-10 17:36:50 -04:00
Yuri Roubinsky
744d1b2852 Added 'fma' function to shader docs 2020-07-10 21:46:07 +03:00
Rémi Verschelde
d48ff2b0a1 Merge branch 'master' into 3.2 2020-07-06 14:30:28 +02:00
bmolyneaux
f48162e9cc Add clamp to custom light function example (#3752)
Without this clamp, negative lighting will be applied to the back side of the object.
2020-07-03 22:15:48 +02:00
Yuri Roubinsky
49cb63e5fa Adds 'const' as shader function parameter qualifier 2020-07-03 09:09:13 +03:00
Rémi Verschelde
223570eb13 Merge branch 'master' into 3.2 2020-06-26 13:29:38 +02:00
Yuri Roubinsky
c6c323b1c4 Fix shader array formatting (#3725) 2020-06-23 11:20:28 +02:00
Rémi Verschelde
80957b8581 Merge branch 'master' into 3.2 2020-06-22 13:05:41 +02:00
Yuri Roubinsky
c944952339 Added note about global shader arrays 2020-06-20 09:18:53 +03:00
Hugo Locurcio
0d6f2e8703 Document that light() functions aren't run if vertex shading is forced
See https://github.com/godotengine/godot/issues/39513.
2020-06-13 20:05:39 +02:00
Hugo Locurcio
251b86949c Document the lack of dynamic loops in WebGL 1.0
I documented it in both places where it could be relevant to ensure
people don't miss it.

This closes #2980.
2020-06-08 11:22:55 +02:00
Rémi Verschelde
10f20b00cb Merge branch 'master' into 3.2 2020-05-20 15:08:42 +02:00
Hugo Locurcio
4f6fdbc710 Fix various spacing and capitalization issues 2020-05-18 09:54:32 +02:00
Hugo Locurcio
d494d19dac Remove trailing whitespace and irregular whitespace 2020-05-17 00:26:19 +02:00
Pedro J. Estébanez
a947d8ca1d Document upcoming CI shader builtin MODULATE
And improve TIME.
2020-05-07 20:12:21 +02:00
Rémi Verschelde
e614de27ed Merge pull request #3494 from RandomShaper/canvas_modulate
Improve docs on TIME
2020-05-06 08:15:52 +02:00
Pedro J. Estébanez
10e2e31c88 Improve documentation about TIME CI shader builtin 2020-05-05 20:46:40 +02:00
Marcel Admiraal
a865a960f7 Convert SpatialMaterial references to StandardMaterial3D. 2020-05-04 20:09:23 +01:00
Clay John
8bd9da0ca0 Initial Sky shader reference page (#3416)
* Initial Sky shader reference page
2020-04-27 18:56:10 +02:00
Rémi Verschelde
0a9fc75dc0 Merge branch 'master' into 3.2 2020-04-27 12:18:11 +02:00
Rémi Verschelde
e6b00ca97a Misc formatting fixes 2020-04-27 12:17:47 +02:00
Yuri Sizov
135b33b768 Replace British spelling and fix various typos 2020-04-27 12:18:52 +03:00
Rémi Verschelde
c0cc4698f8 Merge branch 'master' into 3.2 2020-04-27 09:58:35 +02:00
Hugo Locurcio
c3e05904a0 Improve the shader reference table formatting
This also adds a note about the `pow()` result being undefined
in certain conditions.
2020-04-25 21:20:32 +02:00
Rémi Verschelde
997fc68e78 Merge branch 'master' into 3.2 2020-04-17 19:09:14 +02:00
Rémi Verschelde
48faee9f73 Merge branch 'master' into 3.2 2020-04-17 19:09:11 +02:00
Hugo Locurcio
046215542d Fix some typos and grammar mistakes found using LanguageTool 2020-04-16 23:07:05 +02:00
Hugo Locurcio
8e0caddac3 Fix typos found using codespell -wi3 ^classes/**/*.rst 2020-04-16 21:01:09 +02:00
Yuri Roubinsky
e1d864c848 Rearrange description of shader built-in a bit 2020-03-20 13:54:03 +03:00
Yuri Roubinsky
7511bf7b4b Removed invalid spaces in shader "TIME" 2020-03-20 12:49:15 +03:00
Yuri Roubinsky
f2f8c00909 Mark shader TIME as global built-in 2020-03-20 08:29:17 +03:00
Rémi Verschelde
241887247a Revert master changes which are specific to 4.0+ 2020-03-13 17:08:48 +01:00
Yuri Roubinsky
864857b516 Fix formatting on shader structs examples 2020-02-18 09:39:12 +03:00
Yuri Roubinsky
cbfa37a978 Added docs for shader struct 2020-02-16 11:02:16 +03:00
Yuri Roubinsky
4257cc65cf Fix typo 2020-02-13 20:31:45 +03:00
Yuri Roubinsky
4505b3b9e7 Added changes about swizzling to shading docs 2020-02-13 20:27:21 +03:00
Yuri Roubinsky
d70f461141 Added note about varying arrays to shading_language 2020-01-21 10:28:15 +03:00
Yuri Roubinsky
3df0d90eef A little bit better shader array construction example 2020-01-20 09:09:02 +03:00
Yuri Roubinsky
536f88a1bc Added missing constructor for shader arrays 2020-01-18 12:00:48 +03:00