360 Commits

Author SHA1 Message Date
Yuri Sizov
c337204562 Fix formatting issues reported by the builder 2023-01-14 17:40:27 +03:00
Max Hilbrunner
93b6e0977b Merge pull request #6600 from ctwobosius/compute-shader-renderer-note
Add note that Compute Shaders only work with a Vulkan renderer
2023-01-14 08:26:41 +01:00
Calvin Wong
0f75624f34 Add note about Compute Shader renderer 2023-01-13 21:46:30 -08:00
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
Max Hilbrunner
b0eff76a0f Merge pull request #6569 from jmdejong/patch-3
fix imulExtended description
2023-01-09 06:48:03 +01:00
Winston
0e69978598 Use 32 bits when converting back from bytes in Using compute shaders (#6571)
Fixes an oversight from a previous documentation update.
2023-01-09 01:37:25 +01:00
J.M. de Jong
116cfdf9b7 fix imulExtended description 2023-01-08 18:38:02 +01:00
Jon Gonzalez
b603b1df3a Update compute_shaders.rst (#6468) 2023-01-04 12:21:43 -08:00
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
Daniel Z
6f55c34259 Fix NDC coordinates for Vulkan in Screen-reading shaders (#6344) 2022-10-28 21:42:21 +02:00
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
99d3d0be12 Renames / fixes for Godot 4 2022-10-17 00:35:07 +02:00
Max Hilbrunner
5bb50c07b6 Nuke old renderer comparison page 2022-10-16 00:01:21 +02:00
Max Hilbrunner
6c13f5ba58 More Godot 4 renames and fixes (#6317)
* Move ImmediateGeometry -> ImmediateMesh

* More Godot 3 -> Godot 4 renames
2022-10-15 23:12:48 +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
Max Hilbrunner
b82cd0690d A bunch of renames for Godot 4.0 2022-10-15 18:19:12 +02:00
Max Hilbrunner
89bd854f66 Merge pull request #6285 from yedpodtrzitko/yed/viewport-subviewport
fix: rename `ViewportContainer` to `SubViewportContainer`
2022-10-11 21:11:34 +02:00
Max Hilbrunner
1fffab8cf2 Formatting, syntax and URL fixes 2022-10-11 10:14:37 +02:00
Max Hilbrunner
b196bcb40b Merge pull request #6159 from dotlogix/Features/ComputeShader_Tutorial
Adding example code for compute shaders
2022-10-11 07:37:26 +02:00
Jiri Suchan
3370ef2ef9 fix: rename ViewportContainer to SubViewportContainer 2022-10-09 20:07:25 +09:00
Max Hilbrunner
46a907f445 Merge pull request #6223 from DeltaNeverUsed/patch-1
Changed set_shader_param to set_shader_parameter
2022-10-01 17:10:38 +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
DeltaNeverUsed
00b12f5daf Changed set_shader_param to set_shader_parameter 2022-09-27 09:23:02 +02:00
Alexander Schill
245544f7ae Adding example code for compute shaders in the tutorials section 2022-09-23 15:03:12 +02:00
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
skyace65
5fce24792d Remove visual scripting from the documentation 2022-08-25 22:18:25 -04:00
Saarg
5f53d1d03d Update references to OpenSimplexNoise to use FastNoiseLite 2022-08-16 17:50:48 -04:00
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
Alex786
dea190a076 Fix typo in Your first 3D shader (#6061) 2022-08-10 12:01:05 +02:00
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
Max Hilbrunner
3524748f27 Merge pull request #5946 from RolandMarchand/NewTutorialCustomPostProcessing
Replace the custom post-processing shader tutorial
2022-07-23 11:28:04 +02:00
Roland Marchand
245975f4aa Rewrote the custom post-processing shader tutorial
The original method of applying shaders to viewports did not work in practice. It was also too complicated. This new way of doing it with CanvasLayers works well and is easy to implement.
I reorganised the information to improve the information flow and readability, and to reduce redundancy.
I replaced the original cube example with a sheep sprite. While the original tutorial claimed to be in 2D, the example cubes were in 3D, which was confusing. Also, sheep are more engaging than cubes.
I replaced the the Sobel filter example with an hex pixelization example, because in practice applying a Sobel filter to a frame often makes it appear pure black. People trying out this filter may think it does not work. Removing the Sobel filter example also removes a note about the filter's implementation, saving space. In contrast, a pixelization filter works on nearly all images and makes for a more engaging and clear example.
2022-07-20 22:39:00 -04:00