Commit Graph
58 Commits
Author SHA1 Message Date
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
Mathichai Dechdee 87685ed531 Rename hint_color to source_color in examples
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 LocurcioandClay John e39311fa79 Link to transparency sorting limitations page in Spatial shaders (#5740)
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
clayjohn 565b00d611 Add fog shaders to shader refererence 2022-01-21 23:56:16 -08:00
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
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
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
Aaron Franke 4060179184 Remove trailing space characters (#5251) 2021-09-13 14:52:39 +02:00
luzpaz d9bc787dd9 Fix various typos (#5215)
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)
* 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)
* Add reference to build-in variables in Shader Language overview
2021-07-12 12:40:19 +02:00
bd19917ea0 Draft: Remove "simple", "simply", "easy", and "just" from the docs (#4496)
* 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
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
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.
(cherry picked from commit d8568535dc)
2021-06-02 11:36:15 +02:00
Yuri Roubinsky 648dc568c3 Updates shader built-ins 2021-05-22 12:48:18 +03:00
Dennis BrakhaneandHugo Locurcio 5c746e9d27 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 22:07:18 +02:00
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
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
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