summaryrefslogtreecommitdiff
path: root/scene/resources/visual_shader_nodes.cpp
AgeCommit message (Collapse)Author
2023-03-27Fix ndc calculation for LinearSceneDepth VS node in GLES3Patrick
(cherry picked from commit e3802d5b6f4413b80f9d3a7dce3e54b4e3d34d38)
2023-02-13make particle billboard take into account non-uniform scaleQbieShay
2023-02-08Mark fma function as high end so it isn't used with the gl_compatibility ↵clayjohn
renderer
2023-01-31Use mix for vector types in switch node in the visual shaderYuri Rubinsky
2023-01-26Add derivative functions with precision to shadersYuri Rubinsky
2023-01-20Fix code generation for ProximityRange node in visual shaderYuri Rubinsky
2023-01-20Some refactoring for visual shader texture functionsYuri Rubinsky
2023-01-18Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTUREclayjohn
in favour of texture hints
2023-01-17Fixes incorrect caption for TextureParameterTriplanarNong Van Tinh
2023-01-06Add `uint` type support to visual shadersYuri Rubinsky
2023-01-05One Copyright Update to rule them allRémi Verschelde
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
2022-11-10Visual Shader UVFunc keep existing input value on function changedzil123
2022-10-19Fix code generation for some visual shader nodesYuri Rubinsky
2022-10-18Fix typo in VisualShader DistanceFade nodePatrick
2022-09-07Fix code generation for `VisualShaderNodeTextureParameterTriplanar`Yuri Rubinsky
2022-09-03Disable Output port preview of Linear Depth Visual Shader nodePatrick
This disables the output port preview of the node because it's enabled preview caused a shader compilation error
2022-09-01Rename `uniform` to `parameter` across the engineYuri Rubinsky
2022-08-31Fix LinearDepth calculation for GLES3Patrick
This change will calculate the depth ndc differently for GLES3 and Vulkan as described in here: stable: https://docs.godotengine.org/en/stable/tutorials/shaders/advanced_postprocessing.html godot 4 with vulkan: https://docs.godotengine.org/en/latest/tutorials/shaders/advanced_postprocessing.html
2022-08-27Implement custom non-trivial shader functionsPatrick Exner
2022-08-18Merge pull request #63999 from QbieShay/qbie/vs-qolClay John
Quality of life visual shaders updates
2022-08-12Improve visual shader defaults for quality of lifeQbieShay
- multiply part of addmultiply defaults to 1 - curvetexture's repeat is turned off - vectors into float takes first component instead of average
2022-08-07Merge pull request #62454 from Geometror/reflect-refract-vec2-vec4Rémi Verschelde
Allow for vec2/vec4 to be used in reflect and refract
2022-08-07Allow vec2 and vec4 for reflect and refractHendrik Brucker
2022-08-01Add `hint_transparent` to use a transparent black placeholder textureHugo Locurcio
This can be used in shaders to avoid the need to supply a transparent placeholder texture manually.
2022-06-05Fix typo "Frac" instead of "Fract"Aaron Record
2022-05-24Merge pull request #60803 from Chaosus/shader_hint_renameRémi Verschelde
Rename `hint_albedo`, `hint_white/black` in shaders
2022-05-16Replace most uses of Map by HashMapreduz
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
2022-05-09Rename `hint_albedo`, `hint_white/black` in shadersYuri Roubinsky
2022-05-09Merge pull request #60845 from Chaosus/vs_color_funcYuri Rubinsky
2022-05-07Push `HSV2RGB/RGB2HSV` to `ColorFunc` (from `VecFunc`) in visual shadersYuri Roubinsky
2022-05-07Change output port of `VisualShaderNodeColorUniform` to vec4Yuri Roubinsky
2022-05-03Rename Basis get_axis to get_column, remove redundant methodsAaron Franke
2022-04-22Continue to improve vector4 type in visual shadersYuri Roubinsky
2022-04-12Add Vector4 to VisualShaderHendrik Brucker
2022-03-28String: Remove TTR and DTR defines in non-tools buildRémi Verschelde
This ensures we don't use TTR in runtime code, as it's specifically meant to source translations for the editor.
2022-03-18Rename several transform built-ins in shadersYuri Roubinsky
2022-03-08Add `_get_func_code/_is_available` virtual functions to custom nodesYuri Roubinsky
2022-02-20simplify calculation of max in grayscaleMarkus Sauermann
2022-02-07Add some more fixes to visual shaderYuri Roubinsky
2022-02-06Rename `PORT_TYPE_VECTOR` to `PORT_TYPE_VECTOR_3D`Yuri Roubinsky
2022-02-02Add support for 2D vector type to visual shadersYuri Roubinsky
2022-01-28[VisualShader] Merge scalar and vector derivative functions into oneYuri Roubinsky
2022-01-22Fix default input port hints for some modes in visual shaderYuri Roubinsky
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-16Add texture filtering properties to `VisualShaderNodeTextureUniform`Yuri Roubinsky
2021-12-10Rename `hint_aniso` to `hint_anisotropy` in the shader languageHugo Locurcio
The word "anisotropy" is used in full form in BaseMaterial3D's anisotropy-related properties.
2021-12-09Replace String comparisons with "", String() to is_empty()Nathan Franke
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
2021-12-03Add bitwise operators to `VisualShaderNodeIntOp`Yuri Roubinsky
2021-11-12Fix editor crash due incorrect setup of default texture in visual shaderYuri Roubinsky
2021-11-12Fix default_texture_param in shader pipeline to support uniform arraysYuri Roubinsky