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path: root/scene/resources/visual_shader_nodes.h
AgeCommit message (Collapse)Author
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
2022-08-27Implement custom non-trivial shader functionsPatrick Exner
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
2022-05-16Replace 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!
2022-05-09Merge 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
2022-04-22Continue to improve vector4 type in visual shadersYuri Roubinsky
2022-04-12Add Vector4 to VisualShaderHendrik Brucker
2022-02-07Add some more fixes to visual shaderYuri 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.
2021-12-03Add bitwise operators to `VisualShaderNodeIntOp`Yuri Roubinsky
2021-08-15Added missed limiters for Visual Shader node enumsYuri Roubinsky
2021-08-11Changed `TransformMult` node to `TransformOp` in visual shadersYuri Roubinsky
2021-07-14Rename Curve3Texture to CurveXYZTextureRémi Verschelde
Neither name is a perfect match but `Curve3Texture` looked too similar to `CurveTexture` and `Curve3D`, which made things confusing when picking a texture type or browsing the API reference.
2021-07-04Added Curve3Texture to Visual ShadersYuri Roubinsky
2021-06-07Adds `UVFunc` for panning/scaling on UV's to VisualShader's.Yuri Roubinsky
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-05-28Added Billboard Node to Visual ShadersYuri Roubinsky
2021-05-26Implements expandable color ports in visual shadersYuri Roubinsky
2021-05-20Fix typos with codespellRémi Verschelde
Using codespell 2.0.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick fave findn GIRD leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2021-04-04Prevents TextureUniform in visual shaders from conversion to constant Yuri Roubinsky
2021-01-18Unified several visual shader nodesYuri Roubinsky
2021-01-15Merge pull request #44805 from Chaosus/vs_convertRémi Verschelde
Add convert options between constants and uniforms in visual shaders
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-30Add convert options between constants and uniforms in visual shadersYuri Roubinsky
2020-12-29Consistently use normal_mapMarcel Admiraal
2020-11-26Added extra warning to VisualShaderNodeTexture + fix warning appearingYuri Roubinsky
2020-10-18Added VisualShaderNodeCurve to easy gather data from a CurveTextureYuri Roubinsky
2020-09-29Merge pull request #42078 from Chaosus/vs_rename_typeRémi Verschelde
Renames Type to OpType in VisualShaderNodeMultiplyAdd
2020-09-21Fix some bugs in visual shader editorYuri Roubinsky
2020-09-15Renames Type to OpType in VisualShaderNodeMultiplyAddYuri Roubinsky
To prevent possible conflicts with C# and other languages.
2020-09-10Added Texture3D to visual shadersYuri Roubinsky
2020-09-05Cleanup constructor code in visual shader nodesYuri Roubinsky
2020-07-27Added default value for uniforms in visual shadersYuri Roubinsky
2020-07-27Optimize code generation for fresnel node in visual shadersYuri Roubinsky
2020-07-26Removes redundant code generation in VisualShaderNodeTextureUniformYuri Roubinsky
2020-07-10Add missing overrides to visual_shader_nodes.hMarcel Admiraal
2020-07-10Merge pull request #40253 from madmiraal/add-override-keywordsRémi Verschelde
Add override keywords.
2020-07-10Added 'fma' function to shader languageYuri Roubinsky