175 Commits
Author SHA1 Message Date
tetrapod00 4fd1d2377f Clarify COLOR and TEXTURE in CanvasItem shaders 2024-11-30 13:10:03 -08:00
Hugo Locurcio c2d020610b Tweak constant example in Shading language to avoid referring to reserved PI 2024-11-30 13:01:29 -08:00
tetrapod00 f911b1310a Add note about uniform buffer size limit to Shading Language 2024-11-30 12:59:25 -08:00
Flarkk 203c5d7b3e Clarify when fragcoord z is used as depth output 2024-11-30 07:10:05 +01:00
Florent Guiocheau 9af9d35803 Fix shader language matrix row/col convention 2024-11-30 07:00:35 +01:00
tetrapod00 f2ea2014c1 Add warning about uninitialized variables in shaders
Adds a warning note to shading_language.rst. GDShader does not
initialize local variables to 0, and an uninitialized local variable can
contain an arbitrary value.
2024-11-30 06:57:38 +01:00
Brian Huynh 4318740e6e Add notes on bit depth for ints and floats (#10028)
* Added notes on bit depth for ints and floats

Added a small note about the bit depth of integers and floats in Godot's shading language as it is not explicitly stated anywhere.

The bit depth of integer and floats in GDscript and Godot's shading language are different, which can cause problems with lost precision in calculations when integers are set from GDscript as floats/ints in GDscript are 64 bits instead of 32 bits (the standard in GLSL ES 3.0).

While most are unlikely to run into problems due to this difference in bit depth, it can cause mathematical errors in edge cases. As stated by previous contributors, no error will be thrown if types do not match while setting a shader uniform. This includes GDscript floats being set as Godot shader floats (which may not be intuitive).
2024-10-04 03:57:52 +02:00
Matthew 6a61ee7632 Merge pull request #9735 from tetrapod00/spatial-custom-uvs
Update spatial_shaders.rst with CUSTOM0,1,2,3 descriptions (used for extra UVs)
2024-08-14 19:50:27 -04:00
Matthew 603f4dcd1a Merge pull request #9734 from tetrapod00/time-shader
Update description of shader variable TIME and add description to Fog, Particle, Sky, and Spatial shader pages
2024-08-14 19:47:02 -04:00
tetrapod00 27a205a9cc Update spatial_shaders.rst with CUSTOM0,1,2,3 descriptions. 2024-08-14 11:24:46 -07:00
tetrapod00 19dc2ff818 Add description of TIME to shader pages, add label to global uniform header
Added/changed description of TIME in CanvasItem, Fog, Particle, Sky, and Spatial shader pages. Description now links to other relevant docs pages. Added a label to the global uniform header of shading_languge.rst, so it can be cross referenced from elsewhere.
2024-08-10 17:39:44 -07:00
Hugo Locurcio 48df572ab9 Add cubemap template images to Importing images
Images were generated using
<https://github.com/Calinou/godot-cubemap-generator>.
2024-08-08 19:34:33 +02:00
Hana - PiraleinandClay John 88ee7438be Add description for custom vertex values
Co-Authored-By: Clay John <claynjohn@gmail.com>
2024-07-13 13:45:02 +02:00
谢天 42e8bda57c Clarify INV_VIEW_MATRIX and MAIN_CAM_INV_VIEW_MATRIX (#9544) 2024-07-09 21:14:16 -07:00
Yuri Rubinsky a646c369c3 Fix some incorrect entries in shader built-ins 2024-06-19 09:45:40 +03:00
Yuri Rubinsky bbf0b6ed6b Fix some incorrect entries in shader built-ins 2024-06-18 21:51:54 +03:00
A Thousand Ships 36e2351df2 Fix invalid indentation in various files 2024-06-06 16:16:45 +02:00
Max Hilbrunner abda5a1cfa Merge pull request #9354 from Nitwel/patch-1
Entering transparent pipeline when reading ALPHA
2024-05-18 02:50:24 +02:00
jsjtxietian f6ddd71040 Mention that user is responsible for POSITION value when it's written to anywhere in the shader 2024-05-14 11:46:41 +08:00
Nitwel 99da9754d1 Entering transparent pipeline when reading ALPHA
It's just a minor change, but I got confused on why the material was still using the transparent pipeline even though I removed all writes to ALPHA. So adding this should clarify things.
2024-05-10 14:27:25 +02:00
xXAdrXx 7c8f2cb5ef Add CAMERA_VISIBLE_LAYERS to spatial shader docs (#9244) 2024-05-01 18:33:58 +02:00
Max Hilbrunner 63a9187c35 Merge pull request #9282 from clayjohn/light_vertex
Add documentation for new LIGHT_VERTEX shader builtin
2024-04-30 04:14:23 +02:00
Max Hilbrunner 800d867461 Merge pull request #9300 from Calinou/shading-language-doc-comments
Mention documentation comment support in Shading language
2024-04-30 04:13:22 +02:00
Radiant 348be5b0e0 make mat4 consistent with vec4 (#9298) 2024-04-29 11:48:13 -07:00
Hugo Locurcio 5d6dfe147d Mention documentation comment support in Shading language
This also updates the shaders style guide accordingly.
2024-04-29 20:08:37 +02:00
clayjohn 34a89bb461 Add documentation for new LIGHT_VERTEX shader builtin 2024-04-26 16:01:38 -07:00
dawei-wang ec274eb46a Complete the example for "skip_vertex_transform"
Fix godotengine/godot-docs#9108
2024-04-05 13:18:47 -07:00
Ricardo Buring 60e05c8ef4 Clarify per-instance uniforms are not supported in the Compatibility renderer 2024-04-05 18:20:49 +02:00
A Thousand Ships bd6cc665a7 Fix incorrect uses of a/an 2024-03-29 15:14:27 +01:00
Max Hilbrunner 0c172b3caa Merge pull request #8881 from sammonius/patch-1
Update canvas_item_shader.rst
2024-03-06 15:34:19 +01:00
skyace65 a427f644ed Change degress to radians for sky shader built in 2024-03-03 20:16:56 -05:00
Alireza Zamani b7b875722a Update spatial_shader.rst 2024-02-22 23:55:06 +03:30
Alireza Zamani c66e62337d docs: typo in spatial_shader.rst
Not 100% sure if this is a typo, but looks like one. Thank you.
2024-02-22 22:44:37 +03:30
clayjohn ba670f53b7 Add description for MAIN_CAM_INV_VIEW_MATRIX to spatial shader doc page 2024-02-09 17:51:59 -08:00
Samuel Ammonius b71cec668a Update canvas_item_shader.rst
I tested it and it is upper left, not lower left.
This is the CanvasItem shader I used to test it:


shader_type canvas_item;

void fragment() {
	
	if(distance(FRAGCOORD.xy, vec2(40, 40)) < 30.0)
		COLOR = vec4(1,0,0,1);
	else
		COLOR = vec4(0,0,0,1);
}
2024-02-02 23:07:11 +01:00
谢天 6177568e15 Update spatial_shader.rst to delete outdated light shader usage 2024-01-23 10:44:11 +08:00
Hugo Locurcio 95fb178429 Add support for user-provided comments with Giscus
This allows users to leave comments on pages that don't have
`:allow_comments: False` somewhere in the page's source.
Both manual and class reference pages can receive comments.
Index pages cannot have comments, as discussion should occur on "leaf" pages.

GitHub Discussions is used as a backend on the same repository. This means
that Discussions *must* be enabled on godotengine/godot-docs before this
commit is merged to `master`. Users can choose to use the "Custom" watch
mode if they don't want to get notifications for discussion updates,
but still get notifications for issue and pull request updates.

User comments are intended to be used for the following purposes:

- Add a clarification or correct something in the documentation,
  without having to open a pull request. Contributors are encouraged to
  take a look at discussions from time to time, and see if there's information
  worth incorporating in the pages themselves. Don't forget to reply to
  the comment when doing so :)
- Mention a workaround for a common issue.
- Link to useful third-party resources that are relevant to the current page,
  such as tutorials or add-ons.

User comments should *not* be used for technical support. Other community
platforms should be used for that.

Page-to-discussion matching is done using the `pagename` Sphinx variable,
which is independent of the Godot version and documentation language.
Being independent of the Godot version allows keeping old comments
when the Godot version changes, while also allowing users from `/stable`
and `/4.1` to "see" each other in discussions.

See https://giscus.app for more information.
2024-01-11 17:51:53 +01:00
谢天 d8f2ce6d6f Update spatial_shader.rst to mention godot use the same VIEW vector for both perspective and orthogonal cameras. 2024-01-03 11:52:08 +08:00
谢天 1c2a030049 Update textureQueryLevels to mention it returns 1 when the texture is unassigned 2023-12-22 14:32:13 +01:00
Hugo Locurcio 59842e9c35 Fix per-instance shader parameter classref link in Shading language 2023-12-16 22:08:28 +01:00
AveMo ebf5a78578 Removed reference to 'DEPTH' in CanvasItem shaders (#8616)
* Remove 'DEPTH' constant from CanvasItem shaders

* Re-added Origin mention
2023-12-13 17:10:56 +01:00
Max Hilbrunner 37a5a9b4f7 Merge pull request #8506 from clayjohn/shaders-CI-particles
Update shader reference pages for canvas_item shaders and particle shaders for 4.2
2023-11-23 13:08:04 +01:00
clayjohn da93553be2 Update shader reference pages for canvas_item shaders and particle shaders for 4.2 2023-11-21 11:43:36 -07:00
tetrapod ab5bba9dfe Removed specular_phong and specular_blinn from spatial_shader.rst 2023-11-19 22:29:25 -08:00
Pikario b65d7cab1b Update the default diffuse mode 2023-11-13 23:34:58 +01:00
kleonc be0806bbc0 Document VERTEX_ID, INSTANCE_ID built-ins for canvas_item vertex shader 2023-11-02 12:35:45 +01:00
Hugo Locurcio 2b3c3c3ef4 Document source_color shader hint being relevant for 2D HDR 2023-11-01 19:25:04 +01:00
Hugo Locurcio 9773552257 Emphasize the importance of mipmaps for textureLod() in Screen-reading shaders
This also mentions that reading the normal/roughness buffer is only
currently supported in Forward+.
2023-10-26 02:32:37 +02:00
Jan Thomä c490d5ede6 fix: vertex coordinates are in canvas space 2023-10-19 17:37:03 +02:00
Max Hilbrunner 20a6f9ea14 Merge pull request #8069 from kb173/master
Add instructions on sky shader optimization
2023-10-03 23:57:21 +02:00