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-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp4
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp4
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp4
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp2
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() {