summaryrefslogtreecommitdiff
path: root/servers/rendering/shader_language.h
AgeCommit message (Collapse)Author
2022-03-27Add GDExtension support to Scriptreduz
* Ability to create script languages from GDExtension * Some additions to gdnative_extension.h to make this happen * Moved the GDExtension binder to core This now allows creating scripting languages from GDExtension, with the same ease as if it was a module. It replaces the old PluginScript from Godot 3.x. Warning: GodotCPP will need to be updated to support this (it may be a bit of work as ScriptInstance needs to be created over there again).
2022-02-03Allow multiple declarations in for loop in a shaderYuri Roubinsky
2022-01-19Add translation links to shader errorsYuri Roubinsky
2022-01-18Unify variable and array declarations in shadersYuri Roubinsky
2022-01-15Refactor size expression parsing for arrays in the shadersYuri Roubinsky
2022-01-13Add completion for shader_typeYuri Roubinsky
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2022-01-03Add a shader warning when the uniform buffer limit is exceededYuri Roubinsky
2021-12-23Allow pass varyings as out param to the function, when it's possibleYuri Roubinsky
2021-12-21Refactor render_mode in shaders, forbid declaring duplicatesYuri Roubinsky
2021-12-15Rename shader hint `filter_anisotropy` to `filter_anisotropic`Yuri Roubinsky
2021-12-15Fix shader array parsing in variable declarationYuri Roubinsky
2021-12-15Merge pull request #55913 from Chaosus/fix_shader_crashRémi Verschelde
2021-12-15Rename shader hint `filter_aniso` to `filter_anisotropy`Yuri Roubinsky
2021-12-13Fix shader crash when assigned array from struct to a variable by indexYuri 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.
2021-12-10Refactor constant suffix parsing in a shaderYuri Roubinsky
2021-12-10Added completion for uniform hints in a shaderYuri Roubinsky
2021-12-08Make `compile` shader function to use struct instead long parameter listYuri Roubinsky
2021-12-01Allow using empty statements in the shader, added formatting warningYuri Roubinsky
2021-11-29Fix built-in(PI, TAU, E) assignment to a global constant in a shaderYuri Roubinsky
2021-10-13Added few more built-ins to shader languageYuri Roubinsky
2021-10-08Allow declare the shader arrays with a size defined before identifierYuri Roubinsky
2021-10-05Fix shader crash when passing array.length to functionsYuri Roubinsky
and similar cases
2021-10-04Added support for uniform arrays in shadersYuri Roubinsky
2021-08-18More fixes to mobile rendererreduz
* Specify all precision qualifiers * Makes renderer work on Adreno Vulkan
2021-08-13Fix shader crash when using local var with the same name as varyingYuri Roubinsky
2021-08-12Added parameter names to shader built-in function autocompletionYuri Roubinsky
2021-07-26Prevents shader crashing if varying assigned incorrectlyYuri Roubinsky
2021-07-26Merge pull request #50729 from Chaosus/shader_varying_enchancements2Rémi Verschelde
Allow using vertex-stage varying in both `fragment` and `light` functions
2021-07-22Allow using vertex-stage varying in both `fragment` and `light` Yuri Roubinsky
2021-07-22Allow using vertex varying in custom functions under any circumstancesYuri Roubinsky
2021-06-29Added a shader warning about unused local variable Yuri Roubinsky
2021-06-10Fix `length()` array function usage in shaderYuri Roubinsky
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
2021-05-05Highlight 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
2021-04-14Refactor 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().
2021-02-11Allow passing varying from fragment to light shader functionYuri 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 🎆
2020-12-27Fix 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.
2020-11-07Reorganized 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
2020-09-06Implement manual particle emission and particle sub emitters.reduz
2020-07-01Added const qualifier support for function arguments in shadersYuri Roubinsky