diff options
Diffstat (limited to 'servers/rendering/renderer_rd')
5 files changed, 16 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index be18a73989..a24860996c 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -683,6 +683,8 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin default_shader = storage->shader_allocate(); storage->shader_initialize(default_shader); storage->shader_set_code(default_shader, R"( +// Default 3D material shader (clustered). + shader_type spatial; void vertex() { @@ -712,6 +714,8 @@ void fragment() { storage->shader_initialize(overdraw_material_shader); // Use relatively low opacity so that more "layers" of overlapping objects can be distinguished. storage->shader_set_code(overdraw_material_shader, R"( +// 3D editor Overdraw debug draw mode shader (clustered). + shader_type spatial; render_mode blend_add, unshaded; diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp index 735014a2ec..04ad1a2724 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp @@ -673,6 +673,8 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p default_shader = storage->shader_allocate(); storage->shader_initialize(default_shader); storage->shader_set_code(default_shader, R"( +// Default 3D material shader (mobile). + shader_type spatial; void vertex() { @@ -701,6 +703,8 @@ void fragment() { storage->shader_initialize(overdraw_material_shader); // Use relatively low opacity so that more "layers" of overlapping objects can be distinguished. storage->shader_set_code(overdraw_material_shader, R"( +// 3D editor Overdraw debug draw mode shader (mobile). + shader_type spatial; render_mode blend_add, unshaded; diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp index f8aefdb29c..3af5047854 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -2575,6 +2575,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) { storage->shader_initialize(default_canvas_group_shader); storage->shader_set_code(default_canvas_group_shader, R"( +// Default CanvasGroup shader. + shader_type canvas_item; void fragment() { diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp index 9e85608f1e..4165c3f7ba 100644 --- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp @@ -855,6 +855,8 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) { storage->shader_initialize(sky_shader.default_shader); storage->shader_set_code(sky_shader.default_shader, R"( +// Default sky shader. + shader_type sky; void sky() { @@ -942,6 +944,8 @@ void sky() { storage->shader_initialize(sky_scene_state.fog_shader); storage->shader_set_code(sky_scene_state.fog_shader, R"( +// Default clear color sky shader. + shader_type sky; uniform vec4 clear_color; diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp index 8cc20618fc..14a5a01054 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp @@ -9398,6 +9398,8 @@ RendererStorageRD::RendererStorageRD() { particles_shader.default_shader = shader_allocate(); shader_initialize(particles_shader.default_shader); shader_set_code(particles_shader.default_shader, R"( +// Default particles shader. + shader_type particles; void process() { |