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path: root/servers/rendering/shader_language.cpp
AgeCommit message (Collapse)Author
2021-07-26Fix editor crash if passing index as variable to function parameterYuri Roubinsky
2021-07-26Prevents shader crashing if varying assigned incorrectlyYuri Roubinsky
2021-07-26Fix compilation of `shader_language.cpp`Yuri Roubinsky
2021-07-26Merge pull request #50729 from Chaosus/shader_varying_enchancements2Rémi Verschelde
Allow using vertex-stage varying in both `fragment` and `light` functions
2021-07-26Merge pull request #50728 from Chaosus/shader_varying_enchancementsRémi Verschelde
Allow using vertex varying in custom functions under any circumstances
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-22Allow using vertex-stage varying in both `fragment` and `light` Yuri Roubinsky
2021-07-22Allow using vertex varying in custom functions under any circumstancesYuri Roubinsky
2021-07-21Forbid varyings from assigning in custom functions to prevent crashesYuri Roubinsky
2021-07-15Prevent error if varying assigned but not used (push warning instead)Yuri Roubinsky
2021-06-29Added a shader warning about unused local variable Yuri Roubinsky
2021-06-16Rename `is_valid_integer()` to `is_valid_int()`Lightning_A
Method from `String`
2021-06-06Prevent shader crash when returning array when return type is scalarYuri Roubinsky
2021-06-03Rename Variant TRANSFORM to TRANSFORM3DAaron Franke
Also _transform to _transform3d
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-05-22Allow shader arrays to be passed as parameters and return valueYuri Roubinsky
2021-05-22Basic warning support implementation for the Godot Shading Language.Yuri Roubinsky
2021-05-19Implements length() shader function for arrays in structsYuri Roubinsky
2021-05-18Fix typo in shader_language.cppYuri Roubinsky
2021-05-05Highlight control flow keywords with a different colorHugo Locurcio
This makes them easier to distinguish from other keywords.
2021-04-27Fix shader handle constant expressions in function callYuri Roubinsky
2021-04-25Remove duplicate commentsDennis Brakhane
A few single line comments were duplicated, probably due to bad merges. This commit removes the obviously duplicate ones.
2021-04-14Refactor GLSL shader compilationreduz
-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
2021-04-05Style: Apply clang-tidy's `readability-braces-around-statements`Rémi Verschelde
2021-04-05Style: Apply clang-tidy's `modernize-use-nullptr`Rémi Verschelde
2021-03-01Merge pull request #46522 from Ev1lbl0w/bugfix-shader_noretRémi Verschelde
Added missing returns on error scenarios
2021-03-01Fix parsing hexadecimal (lowercase `e`,`f`) in shadersYuri Roubinsky
2021-02-28Added missing returns on error scenariosEv1lbl0w
2021-02-21Prevents shader crash if two struct with the same name are declaredYuri Roubinsky
2021-02-21Prevents shader crash if passing invalid struct to the return statementYuri Roubinsky
2021-02-11Allow passing varying from fragment to light shader functionYuri Roubinsky
2021-01-28Make hex_to_int and bin_to_int handle the prefix automaticallyAaron Franke
Also add BinToInt to C#
2021-01-10Prevent crash due to assigning incorrect order of instance uniformYuri Roubinsky
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 🎆
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-27Fix using post-init shader array constructorsYuri Roubinsky
2020-12-17Added support for constants in shader `case` and array size declarationYuri Roubinsky
2020-12-09Static analyzer fixes:bruvzg
Removes unused code in OS. Fixes return types. Fixes few typos.
2020-12-04Rename TYPE_REAL to TYPE_FLOATGeorge Marques
To be consistent with the naming everywhere else.
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-10-13FIx autocompletion for emit_particle in shader editorYuri Roubinsky
2020-09-22Forbids varying declaration in particles and sky shadersYuri Roubinsky
2020-09-06Implement manual particle emission and particle sub emitters.reduz
2020-09-05Fix crash regression in the shader function validationYuri Roubinsky
introduced in #41780
2020-09-05Improve messages in shader function validationYuri Roubinsky
2020-09-03[Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms.bruvzg
2020-09-02Fix particles shader to use built-insYuri Roubinsky
2020-07-27Make all String float conversion methods be 64-bitAaron Franke