Commit Graph
168 Commits
Author SHA1 Message Date
Matthew dfb7d7314e Merge pull request #7561 from Calinou/spatial-shader-light-color-pi-multiplier
Document `LIGHT_COLOR` being multiplied by `PI` in Spatial shader
2023-08-01 05:17:07 +02:00
Max Hilbrunner 347d97ab32 Merge pull request #7677 from br1trs/patch-2 2023-08-01 05:11:03 +02:00
Matthew 8d5eeed364 Merge pull request #7536 from rametta/patch-1
Updates to visual_shaders.rst to show new way to create visual shaders
2023-06-23 18:07:18 -04:00
Jason 4415f9895c Updates to visual_shaders.rst to show new way to create visual shaders 2023-06-23 09:43:51 -04:00
Matthew a187bedcc7 Merge pull request #7510 from CURR-E/Vertex
Change WORLD_NORMAL_MATRIX to MODEL_NORMAL_MATRIX
2023-06-19 08:57:17 -04:00
Arpit Srivastava f050e6b715 Minor grammar correction in your_first_3d_shader.rst 2023-06-17 17:47:14 +05:30
Curry a86f24f098 Update spatial_shader.rst
Changes WORLD_NORMAL_MATRIX to MODEL_NORMAL_MATRIX
2023-06-14 04:25:16 +10:00
Arpit Srivastava bf16102cc3 Add missing full stop 2023-06-10 23:21:19 +05:30
Max Hilbrunner 2de3798d56 Merge pull request #7007 from PoolloverNathan/issue/godotengine/7006 2023-06-02 16:51:28 +02:00
bitsawer b3db4c16b4 Update pygments to 2.15.1 and restore fixed shader syntax highlighting 2023-05-29 17:53:09 +03:00
Jason McGhee d37226e0d7 Fix compute_shaders.rst C# code snippets to compile (#7433) 2023-05-29 11:18:17 +02:00
Alex EsandMax Hilbrunner c3cda2cf50 Update descriptions and types for CanvasItem built-ins (#7283)
Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
2023-05-17 10:29:18 +02:00
Max Hilbrunner f9b5650149 Merge pull request #7168 from Calinou/compute-shaders-tdr 2023-05-06 14:55:09 +02:00
Hugo Locurcio 7c72ffacaf Mention Windows graphics driver TDR issues on Using compute shaders
This is a frequently encountered issue when working with complex
compute shaders.
2023-05-06 03:25:28 +02:00
Johan Aires Rastén d3f0ec6c3a Add SPECULAR_AMOUNT spatial light shader built-in 2023-05-04 09:45:05 +02:00
Max Hilbrunner e6dbfe17ce Merge pull request #7236 from Piralein/shader🧙‍♂️
Your first 3D shader - update outdated images and information
2023-04-28 02:53:11 +02:00
red thing 3bc758d062 set_shader_param -> set_shader_parameter (#7235)
It was renamed in Godot 4.
2023-04-27 09:45:42 -07:00
Hana - Piralein 9dc3996534 update outdated images and information 2023-04-27 14:31:45 +02:00
Johan 930ad1f77b Add LIGHT_IS_DIRECTIONAL built-in for spatial shaders (#7194) 2023-04-26 10:23:20 -07:00
Max Hilbrunner 628d4f94d2 Complete render modes list in shaders docs 2023-04-14 03:19:55 +02:00
Bastiaan Olij e36ef29eba Add descriptions of multiview build-ins and EYE_OFFSET to shader reference 2023-04-14 02:47:57 +02:00
Alfonso Arbona Gimeno a9076972a7 Fix small typos in the particle shader doc
A word was missing a letter and a description had a wrongly capitalized word. Now it matches the rest of the document
2023-04-09 04:43:06 +00:00
Tom McLeanandClay John 78b978c9bd Fix references to DEPTH_TEXTURE and SCREEN_TEXTURE (#7119)
* Fix references to DEPTH_TEXTURE

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Co-authored-by: Clay John <claynjohn@gmail.com>
2023-04-07 18:32:25 +02:00
Hugo Locurcio 96eb7d05ff Document SDFGI sharp reflections only working on opaque materials
Transparent materials only use rough reflections, likely for
performance reasons.
2023-03-24 21:08:25 +01:00
Max Hilbrunner 292804554e Merge pull request #6974 from hmans/improve-shader-include-docs
Improve shader #include documentation
2023-03-19 02:11:35 +01:00
PoolloverNathan 843ce4056c doc_converting_glsl_to_godot_shaders/Macros: Replace text about migrating macros with a short list of supported macros 2023-03-17 21:32:42 -04:00
clayjohn 0c8c8feb72 Explain the start and process functions for particle shaders
Add references in the particle shader doc and the migration guide
2023-03-17 12:28:23 -07:00
Hendrik Mans 57a1bce6e2 Fix typo ("blackslash") on shader preprocessor page 2023-03-13 11:33:10 +01:00
Hendrik Mans 6360ebc73c Improve shader #include documentation 2023-03-13 11:29:37 +01:00
Hugo LocurcioandMax Hilbrunner 17e6a5f7bb Mention function overloading not being supported in Shading language (#6940)
* Mention function overloading not being supported in Shading language

This also adds a performance note for `discard`.

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Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
2023-03-13 02:25:17 +01:00
Max Hilbrunner e59b8dd70f Merge pull request #6941 from Calinou/remove-gles2-references
Remove references to removed GLES2 backend
2023-03-13 02:07:08 +01:00
SaumyaBhushan 8b52c0b026 Misspelling in 'Custom post-processing' shader code 2023-03-11 21:09:53 +05:30
Hugo Locurcio 9286f1b466 Remove references to removed GLES2 backend
- Update FAQ to remove issues resolved in 4.0, and add more advice
  on resolving VRR flicker issues.
2023-03-11 02:55:30 +01:00
Hugo LocurcioandMax Hilbrunner 3dfbfbf381 Add links to demo projects where relevant (#6874)
* Add links to demo projects where relevant

- Warn about poor compute shader support on mobile GPUs (due to driver bugs).
- Update control gallery image for 4.0.
- Fix typo in Internationalizing games.

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Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
2023-03-09 06:09:56 +01:00
Max Hilbrunner 1b0310aa47 Fix typos and make CI a happy Gobot 2023-03-09 05:55:58 +01:00
Bryce 8deb600ac5 Fix :code: typo in canvas_item_shaders doc (#6921) 2023-03-07 13:56:07 +03:00
thornySoap ecfa6a0b8e Fix "repeat_[en/dis]abled"
Create consistency with other docs pages and actual valid type hint in engine
2023-03-04 19:59:31 +01:00
Andreas Raddau 91d77a80fa Fixed description for fragment shader VIEW built-in 2023-03-02 13:40:05 +01:00
Max Hilbrunner d9d7fe908b Merge pull request #6559 from clayjohn/screen_textures
Document how to use screen space textures using uniform hints
2023-02-27 03:51:36 +01:00
clayjohn 8bf41b6ef1 Document how to use screen space textures using uniform hints 2023-02-26 14:17:23 -08:00
Clay JohnandHugo Locurcio c591c416e2 Mention the need for Flip Faces when using QuadMesh for post-processing (#6818)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-02-24 23:24:06 +01:00
Yuri Sizov 9473b6c9e3 Enable error reporting on the CI and address the remaining errors 2023-02-24 17:35:32 +01:00
Hugo Locurcio 513b1792c3 Clarify limitations of transparent materials in Spatial shaders 2023-02-24 02:33:20 +01:00
Hugo Locurcio 81f44d9fae Document the generation source used for SDF in CanvasItem shaders 2023-02-22 21:16:24 +01:00
bitsawer e59dda20ea Improve the Shader preprocessor documentation (#6803) 2023-02-22 18:11:55 +01:00
Kwu564andClay John 79da2289cf Update compute_shaders.rst (#6762)
* Update compute_shaders.rst

32 bit = to 4 bytes not 8 bytes.

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Co-authored-by: Clay John <claynjohn@gmail.com>
2023-02-14 11:32:10 +01:00
Max Hilbrunner 19861b20a9 Merge pull request #6725 from KLee1248/shader_reference_types
Updates GLSL reference to contain GDScript types
2023-02-08 12:43:24 +01:00
Hugo Locurcio f46c850908 Clarify behavior with #define and semicolons in Shader preprocessor 2023-02-08 00:01:04 +01:00
Kenneth Lee ad1d3072c4 Updates GLSL reference to contain GDScript types
The typing information was ultimately determined in this file where
Varients are converted and packed:
https://github.com/godotengine/godot/blob/a51ca2beafc5d74d3e62cb56fbba76ceb39160a3/servers/rendering/renderer_rd/storage_rd/material_storage.cpp#L42

The documentation doesn't contain a reference to dealing with how
Packed[Float|Int]Arrays are interpreted, but should be a much better
starting point for new users.
2023-02-06 14:09:43 -08:00
Max Hilbrunner 8a19f44532 Merge pull request #6666 from Calinou/shader-preprocessor-undefine-unexisting
Clarify `#undef` behavior on non-existing defines in Shader preprocessor
2023-02-06 10:18:46 +01:00