Age | Commit message (Collapse) | Author | |
---|---|---|---|
2023-01-26 | Merge pull request #72138 from clayjohn/GL-globals | Rémi Verschelde | |
Properly append global uniform buffer name in gl_compatibility shaders | |||
2023-01-26 | Merge pull request #72109 from Chaosus/shader_derivative | Rémi Verschelde | |
Add derivative functions with precision to shaders | |||
2023-01-26 | Properly append global uniform buffer name in gl_compatibility shaders | clayjohn | |
Also error when using instance uniforms | |||
2023-01-26 | Add derivative functions with precision to shaders | Yuri Rubinsky | |
2023-01-26 | Several shader preprocessor parser fixes and improvements | bitsawer | |
2023-01-25 | Fix array of token names in the shader parser | Yuri Rubinsky | |
2023-01-20 | Fix type in hint when using removed built-in textures | PrecisionRender | |
2023-01-20 | Decrement texture_binding count when using screen textures | clayjohn | |
2023-01-18 | Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE | clayjohn | |
in favour of texture hints | |||
2023-01-05 | One Copyright Update to rule them all | Rémi 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". | |||
2022-12-23 | Fix shader crash when using boolean type for vertex->fragment varyings | Yuri Rubinsky | |
2022-12-20 | Add missing != operator to `StringName` | Yuri Rubinsky | |
2022-11-24 | Add MAKE_RESOURCE_TYPE_HINT macro to simplify binding arrays of resources | Rémi Verschelde | |
2022-11-22 | Shader: Set proper resource type hints for sampler uniforms | Rémi Verschelde | |
Supersedes #64383. | |||
2022-11-21 | Code simplifications found by cppcheck | Markus Sauermann | |
They are based on: - Boolean arithmetic simplifications - setting variables that are not accessed - constant variables | |||
2022-11-17 | Fix global uniforms parsed as instance uniform | Lily Garcia | |
2022-11-16 | Merge pull request #68718 from dzil123/fix_fog_shader_buffer_overflow | Rémi Verschelde | |
Fix shader compiler asan out of bounds | |||
2022-11-15 | Mark shader built-ins as used when passed to functions as out parameter | Yuri Rubinsky | |
2022-11-15 | Fix Fog shader buffer overflow | dzil123 | |
2022-11-14 | Remove redundant Variant-types initializations | Markus Sauermann | |
2022-11-09 | Some fixes for instance shader parameters | Yuri Rubinsky | |
2022-11-01 | Fix predefined constants to be accessible in the shader includes | Yuri Rubinsky | |
2022-10-16 | Fix editor crash when assigning some uniform hints to the textures | Yuri Rubinsky | |
2022-09-28 | Merge pull request #66548 from akien-mga/msvc-warnings-c4701-c4703 | Rémi Verschelde | |
Fix MSVC warnings C4701 and C4703: Potentially uninitialized variable used | |||
2022-09-28 | Fix MSVC warnings C4701 and C4703: Potentially uninitialized variable used | Rémi Verschelde | |
2022-09-28 | Fix MSVC warning C4702: unreachable code | Rémi Verschelde | |
Part of #66537. | |||
2022-09-11 | Prevent duplicated hints in shader uniform completion | Yuri Rubinsky | |
2022-09-07 | Remove `shader_type` from completion (when it does not need any more) | Yuri Rubinsky | |
2022-08-25 | Allow using integer varyings with `flat` interpolation modifier | Yuri Rubinsky | |
2022-08-19 | Merge pull request #64167 from clayjohn/screen-texture-hint | Max Hilbrunner | |
Add shader uniform hints for screen textures | |||
2022-08-12 | Merge pull request #64310 from Chaosus/shader_texture_funcs | Yuri Rubinsky | |
2022-08-12 | Add `textureQueryLod/Levels` functions to the shader language | Yuri Rubinsky | |
2022-08-12 | Add `textureProjGrad` function to the shader language | Yuri Rubinsky | |
2022-08-09 | Add shader uniform hints for screen textures so users can specify custom ↵ | clayjohn | |
filter and repeat modes. At this time, it works best in the Vulkan Renderers as they support using multiple samplers with the same texture. In GLES3 this feature really only allows you to use the screen texture without mipmaps if you want to save the cost of generating them. | |||
2022-08-07 | Merge pull request #62454 from Geometror/reflect-refract-vec2-vec4 | Rémi Verschelde | |
Allow for vec2/vec4 to be used in reflect and refract | |||
2022-08-07 | Allow vec2 and vec4 for reflect and refract | Hendrik Brucker | |
2022-08-03 | Merge pull request #63847 from Zylann/shader_switch_uint | Yuri Rubinsky | |
2022-08-02 | Allow shading language to use `switch` statement with uints | Marc Gilleron | |
2022-08-01 | Add `hint_transparent` to use a transparent black placeholder texture | Hugo Locurcio | |
This can be used in shaders to avoid the need to supply a transparent placeholder texture manually. | |||
2022-07-28 | Rename RenderingServer global shader uniform methods to be more explicit | Hugo Locurcio | |
The `global_shader_uniform` name is longer, but it makes it much easier to find the methods when searching in the class reference. | |||
2022-07-27 | Fix incorrect conversion of default value for mat4 uniform in shaders | Yuri Rubinsky | |
2022-07-26 | Implement shader uniform groups/subgroups | Yuri Rubinsky | |
2022-07-25 | Merge pull request #63424 from Chaosus/shader_preprocessor_inc_fix | Rémi Verschelde | |
2022-07-25 | Fix errors when using built-ins in shaderinc | Yuri Rubinsky | |
2022-07-23 | Implement Vector4, Vector4i, Projection | reduz | |
Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming. | |||
2022-07-22 | Clean up Shader Preprocessor | reduz | |
* Moved preprocessor to Shader and ShaderInclude * Clean up RenderingServer side * Preprocessor is separate from parser now, but it emits tokens with include location hints. * Improved ShaderEditor validation code * Added include file code completion * Added notification for all files affected by a broken include. | |||
2022-07-22 | Adding shader preprocessor support | Yuri Roubinsky | |
Co-authored-by: TheOrangeDay <6472143+TheOrangeDay@users.noreply.github.com> | |||
2022-06-14 | Remove GLES2 shader constraints from GLES3 | clayjohn | |
2022-06-10 | Prevent defining float constant without number after exponent in shaders | Yuri Rubinsky | |
2022-05-31 | Refactor shader hints | Yuri Rubinsky | |