Patrick Exner
e5f23eebf2
Examples of matrix input usage in Spatial Shaders
2022-07-19 18:48:42 +02:00
Mathichai Dechdee
87685ed531
Rename hint_color to source_color in examples
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in examples of shading language page
2022-06-07 21:39:00 +09:00
Yuri Rubinsky
c423eef3f5
Rename hint_albedo, hint_white/black in shaders
2022-05-24 09:53:23 +03:00
Michael Nischt
c2212f1646
Fix matrix member to column-major access in Shading language ( #5794 )
2022-05-04 23:06:41 +02:00
Yuri Roubinsky
5eaebc2e5a
Add a hint_color note for vec3 in shading_language
2022-05-01 11:43:37 +03:00
Hugo Locurcio
e39311fa79
Link to transparency sorting limitations page in Spatial shaders ( #5740 )
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Co-authored-by: Clay John <claynjohn@gmail.com >
2022-04-06 19:39:47 +02:00
Yuri Roubinsky
88a61d2642
Remove SHADOW_ATTENUATION spatial light shader built-in
2022-03-29 09:39:14 +03:00
Patrick (FlameLizard21)
e3964988cc
Update fragment() -> sky() function name in Sky shaders ( #5719 )
2022-03-28 18:56:56 +02:00
Ethan Ruhl
75b51ec2f4
Organize built-in order in CanvasItem shaders ( #5716 )
2022-03-28 15:03:05 +02:00
nevarek
b11c1b1f70
Update names of shader matrix built-ins in Advanced post-processing ( #5713 )
2022-03-25 15:46:11 +01:00
Yuri Roubinsky
e48d11394d
Rename several transform built-ins in shaders
2022-03-19 22:07:57 +03:00
Markus Sauermann
aaf6b3e504
Update tutorials: Rename Transform to Transform3D ( #5603 )
2022-02-14 13:27:37 +01:00
HoustonBass
525d3565ef
Update NORMALMAP builtin name in Your first 3D shader ( #5546 )
2022-01-25 15:41:17 +01:00
clayjohn
565b00d611
Add fog shaders to shader refererence
2022-01-21 23:56:16 -08:00
skyace65
acba96655c
Remove outdated vertex attributes link
2021-12-31 12:28:14 -05:00
Hakunamawatta
b276648dd6
Fix "inspecter" to "inspector"
2021-12-29 20:56:24 +11:00
Yuri Roubinsky
58bc70ff28
Few more fixes/enchancements to shaders
2021-12-12 21:38:29 +03:00
Yuri Roubinsky
d69f94283b
More fixes for shader built-ins 2
2021-11-27 19:05:32 +03:00
Yuri Roubinsky
729648f135
More fixes for shader built-ins
2021-11-27 15:31:30 +03:00
Max Hilbrunner
d57da375f2
Merge pull request #5277 from Calinou/advanced-postprocessing-fix-ndc
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Fix NDC coordinates for Vulkan in Advanced post-processing
2021-11-03 19:15:18 +01:00
Yuri Roubinsky
77bd7e824a
Added new shader built-ins & modify some old
2021-10-17 18:02:41 +03:00
Hugo Locurcio
0d3abab67b
Fix "shinning" typo in Shading language
2021-10-15 15:02:06 +02:00
Yuri Roubinsky
76e3e720a0
Fix spacing of built-in in shaders
2021-10-12 20:36:14 +03:00
Yuri Roubinsky
a52f95776e
Added new shader built-ins descriptions
2021-10-12 19:35:17 +03:00
Rémi Verschelde
9a05eef561
4.0: Convert Sprite references to Sprite2D
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Some screenshots will need to be updated so that the scene structures shown
in screenshot fit what the code blocks are referring to.
2021-10-06 14:29:55 +02:00
Hugo Locurcio
4ba5a42f9c
Fix NDC coordinates for Vulkan in Advanced post-processing
2021-09-22 18:08:02 +02:00
Aaron Franke
5c7f653347
Optimize PNG and SVG images using oxipng and svgcleaner ( #5254 )
2021-09-14 17:50:17 +02:00
Aaron Franke
4060179184
Remove trailing space characters ( #5251 )
2021-09-13 14:52:39 +02:00
luzpaz
d9bc787dd9
Fix various typos ( #5215 )
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Fix various typos
Found via `codespell -q 3 -S ./LICENSE.txt -L doubleclick,findn,lod,inout,nd,raison,te`
2021-09-02 17:02:23 +03:00
Yuri Roubinsky
e8f8bcb27e
Added more notes about shader varyings ( #5116 )
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* Added more notes about shader varyings
2021-07-26 20:43:15 +02:00
Oskar van Velden
1bf43b56a6
Add reference to build-in variables in Shader Language overview ( #5084 )
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* Add reference to build-in variables in Shader Language overview
2021-07-12 12:40:19 +02:00
Marcin Sędłak-Jakubowski
bd19917ea0
Draft: Remove "simple", "simply", "easy", and "just" from the docs ( #4496 )
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* Various style edits
* Edit out "simple" when possible
Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com >
Co-authored-by: Clay John <claynjohn@gmail.com >
2021-07-11 14:38:53 +02:00
Max Hilbrunner
982615c9c5
Merge pull request #4969 from Calinou/screen-reading-shaders-backbuffercopy
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Clarify when to use BackBufferCopy in Screen-reading shaders
2021-07-06 08:32:53 +02:00
hpnrep6
d4a42c9776
Fix hyperlink usage in Your first 2D/3D shaders ( #5048 )
2021-06-25 19:12:03 +02:00
Yuri Roubinsky
6c39f5c5c0
Fixes some shader built-ins (again)
2021-06-20 20:24:01 +03:00
Yuri Roubinsky
86a4f444fe
Added shader built-in constants + fix formatting of table headers
2021-06-17 13:28:51 +03:00
Hugo Locurcio
ed27f6fc3d
Clarify when to use BackBufferCopy in Screen-reading shaders
2021-06-07 23:19:16 +02:00
Rémi Verschelde
044b6a74f8
Cleanup uses of double spaces between words or after punctuation
2021-06-07 10:44:02 +02:00
Morris Tabor
5927b29ec0
fix the doc for skip_vertex_transform.
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(cherry picked from commit d8568535dc )
2021-06-02 11:36:15 +02:00
Hugo Locurcio
6babc68649
Rename documentation pages that have the same name as classref pages
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This prevents confusion in search engine results.
2021-05-26 16:59:08 +02:00
Yuri Roubinsky
648dc568c3
Updates shader built-ins
2021-05-22 12:48:18 +03:00
Dennis Brakhane
5c746e9d27
Clarify 'bgr' swizzle example in Shading language ( #4868 )
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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 22:07:18 +02:00
FeralBytes
7f92ed4d29
Fix height() functions missing return in Your second 3D shader ( #4631 )
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2021-02-07 23:07:00 +01:00
FeralBytes
357c89e980
Fix confusing writing in Your first 3D shader ( #4627 )
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2021-02-07 16:54:50 +01:00
Matthew
621833f2a6
Clarify instructions in Your first 2D shader ( #4527 )
2021-01-07 01:47:28 +01:00
Hugo Locurcio
414eee471f
Document the ternary operator in Shading language
2020-12-08 16:18:59 +01:00
Nathan Lovato
5ab8841c25
Edit shading language page
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Fill columns, fix a list, move explanations about floating-point
comparisons outside code blocks so they can be translated.
2020-11-27 11:12:50 -06:00
Hugo Locurcio
a379df680c
Document how to compare floats properly in Shading language
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This closes #4342 .
2020-11-06 23:26:40 +01:00
lukostello
e2c2becefe
Explain what fractional means in the Shading language reference ( #4328 )
2020-11-01 14:46:01 +01:00
Hugo Locurcio
6b89096be5
Fix shader TIME description to match how it actually works
2020-10-24 13:32:48 +02:00