243 Commits

Author SHA1 Message Date
Hendrik Mans
57a1bce6e2 Fix typo ("blackslash") on shader preprocessor page 2023-03-13 11:33:10 +01:00
Hendrik Mans
6360ebc73c Improve shader #include documentation 2023-03-13 11:29:37 +01:00
Hugo Locurcio
17e6a5f7bb Mention function overloading not being supported in Shading language (#6940)
* Mention function overloading not being supported in Shading language

This also adds a performance note for `discard`.

---------

Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
2023-03-13 02:25:17 +01:00
Hugo Locurcio
9286f1b466 Remove references to removed GLES2 backend
- Update FAQ to remove issues resolved in 4.0, and add more advice
  on resolving VRR flicker issues.
2023-03-11 02:55:30 +01:00
Bryce
8deb600ac5 Fix :code: typo in canvas_item_shaders doc (#6921) 2023-03-07 13:56:07 +03:00
Andreas Raddau
91d77a80fa Fixed description for fragment shader VIEW built-in 2023-03-02 13:40:05 +01:00
clayjohn
8bf41b6ef1 Document how to use screen space textures using uniform hints 2023-02-26 14:17:23 -08:00
Yuri Sizov
9473b6c9e3 Enable error reporting on the CI and address the remaining errors 2023-02-24 17:35:32 +01:00
Hugo Locurcio
513b1792c3 Clarify limitations of transparent materials in Spatial shaders 2023-02-24 02:33:20 +01:00
Hugo Locurcio
81f44d9fae Document the generation source used for SDF in CanvasItem shaders 2023-02-22 21:16:24 +01:00
bitsawer
e59dda20ea Improve the Shader preprocessor documentation (#6803) 2023-02-22 18:11:55 +01:00
Max Hilbrunner
19861b20a9 Merge pull request #6725 from KLee1248/shader_reference_types
Updates GLSL reference to contain GDScript types
2023-02-08 12:43:24 +01:00
Hugo Locurcio
f46c850908 Clarify behavior with #define and semicolons in Shader preprocessor 2023-02-08 00:01:04 +01:00
Kenneth Lee
ad1d3072c4 Updates GLSL reference to contain GDScript types
The typing information was ultimately determined in this file where
Varients are converted and packed:
a51ca2beaf/servers/rendering/renderer_rd/storage_rd/material_storage.cpp (L42)

The documentation doesn't contain a reference to dealing with how
Packed[Float|Int]Arrays are interpreted, but should be a much better
starting point for new users.
2023-02-06 14:09:43 -08:00
Max Hilbrunner
8a19f44532 Merge pull request #6666 from Calinou/shader-preprocessor-undefine-unexisting
Clarify `#undef` behavior on non-existing defines in Shader preprocessor
2023-02-06 10:18:46 +01:00
Max Hilbrunner
71cc131e81 Merge pull request #6710 from clayjohn/AT_LIGHT_PASS
Correct CanvasItem shader docs about AT_LIGHT_PASS builtin
2023-02-01 07:35:17 +01:00
clayjohn
0d50796dae Correct CanvasItem shader docs about AT_LIGHT_PASS builtin 2023-01-31 15:10:02 -08:00
addmix
b865eb2959 Fixed typo in spatial shader reference. 2023-01-31 13:54:51 -07:00
Yuri Rubinsky
aed85898c4 Add derivative with precision shader functions 2023-01-28 09:33:48 +03:00
Hugo Locurcio
a47366b378 Clarify #undef behavior on non-existing defines in Shader preprocessor 2023-01-25 19:50:07 +01:00
Yuri Sizov
c337204562 Fix formatting issues reported by the builder 2023-01-14 17:40:27 +03:00
Winston
11ffa4bf33 Explain LOD arguments in Shading language (#6593)
Fixes https://github.com/godotengine/godot-docs/issues/3904
2023-01-14 00:41:15 +01:00
Hugo Locurcio
e2313a8395 Improve Shader preprocessor documentation (#6563) 2023-01-13 21:33:07 +01:00
Yuri Sizov
c5f066b27e Merge pull request #6343 from alcomposer/patch-1
Replace the hint_albedo hint with source_color in the shading reference
2023-01-13 16:52:33 +03:00
J.M. de Jong
116cfdf9b7 fix imulExtended description 2023-01-08 18:38:02 +01:00
Yuri Sizov
6b9ec31b0a Fix reported formatting issues and property references 2022-12-27 21:25:42 +03:00
J.M. de Jong
7fe43cfc8e Update Shading language to refer to set_shader_parameter() (#6515) 2022-12-26 17:21:06 +01:00
Hugo Locurcio
319106ba2b Document global and per-instance uniforms in Shading language (#6414) 2022-12-23 17:30:28 +01:00
Mara Huldra
0d1d5735ee Replace all uses of hint_color/hint_albedo with source_color (#6450) 2022-12-02 23:17:35 +01:00
Arnaud Billon
329ed4c0a0 Update _anisotropic hint suffix in Shading language (#6447) 2022-12-02 18:05:59 +01:00
Nông Văn Tình
f133c1ce64 Mention DEPTH must be set in all branches in Spatial shaders (#6429)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2022-11-28 22:50:45 +01:00
alcomposer
66c6e38f46 hint_albedo is depreciated
`hint_albedo` is no longer used, it is `source_color` to convert the source colorspace to linear.
Add example of `source_color` for sampler2D
2022-10-27 16:02:21 +10:30
Max Hilbrunner
5bb50c07b6 Nuke old renderer comparison page 2022-10-16 00:01:21 +02:00
Max Hilbrunner
198393eec7 More Godot 4 rename fixes (#6315)
* Spatial -> 3D, Transform, Quaternion

* File -> FileAccess

* Camera -> Camera3D

* Update references to MeshInstance and MultiMeshInstance

* ImmediateGeometry -> ImmediateMesh, misc renames
2022-10-15 20:54:47 +02:00
clayjohn
39e0f7cf15 Clean up canvas item shader reference and add new light shader built ins 2022-09-28 12:27:33 -07:00
Patrick
c298b8f494 Typo fix and add forgotten built-in for spatial shader docs
Added the . at the end of the built-ins I forgot and the built-ins CAMERA_DIRECTIOON_WORLD for the fragment built-ins
2022-09-07 19:49:10 +02:00
Morgan Harris
75060e93e7 Added VERTEX_ID, clarified CUSTOM# as inout (#6144)
* Added VERTEX_ID, clarified CUSTOM# as inout

Yeah no of course that's not actually writeable haha. CUSTOM0 etc are `in`, not `out`.
2022-09-07 12:03:37 +02:00
Yuri Rubinsky
f1c0ab12eb Add samplerCubeArray type to the list of supported shader types. 2022-08-14 09:25:07 +03:00
Yuri Rubinsky
0258f554ae Few fixes in shading_language 2022-08-13 18:36:49 +03:00
Yuri Rubinsky
b578978c8e Fix incorrect example in shader language (uniforms section) 2022-08-13 16:00:22 +03:00
Yuri Rubinsky
a45b66ed2a Add group_uniforms to the description of shader uniforms 2022-08-13 09:48:35 +03:00
Yuri Rubinsky
9077d3c717 Add docs for new shader built-in functions 2022-08-13 09:02:54 +03:00
Yuri Rubinsky
a961efbc75 Remove incorrect sentence from shader preprocessor. 2022-08-12 14:23:09 +03:00
Patrick Exner
bb6e986321 Document new shader built-ins (node position, camera pos/dir)
Following up on this PR: https://github.com/godotengine/godot/pull/63597
Documents the new shader built-ins introduced by this PR.
```
NODE_POSITION_WORLD = Node world space position
NODE_POSITION_VIEW = Node view position
CAMERA_POSITION_WORLD = Camera world space position
CAMERA_DIRECTION_WORLD = Camera world space direction
```
2022-08-05 21:28:26 +02:00
Max Hilbrunner
5ebad39e27 Merge pull request #5987 from Chaosus/shader_preprocessor 2022-08-05 19:59:02 +02:00
Hugo Locurcio
b0cf81ab75 Add hint_default_transparent to Shading language
- Document the purpose of `hint_roughness`.
2022-08-04 22:27:35 +02:00
alex-pahdo
4a1cd6c9b6 Clarify hint_range in Shading language (#6029) 2022-08-04 22:20:23 +02:00
luz paz
04f66dc5d0 Fix various typos
Found via `codespell -q 3 -S ./LICENSE.txt,./tutorials/i18n,./_tools/codespell-ignore-lines.txt -L doubleclick,findn,lod,inout,nd,raison,te` and other means
2022-07-28 10:35:04 -04:00
Yuri Rubinsky
9bda182c03 Add docs for shader preprocessor 2022-07-26 20:58:13 +03:00
Patrick Exner
e5f23eebf2 Examples of matrix input usage in Spatial Shaders 2022-07-19 18:48:42 +02:00