Commit Graph
103 Commits
Author SHA1 Message Date
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 TìnhandHugo Locurcio 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
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
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