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authorHugo Locurcio <hugo.locurcio@hugo.pro>2024-03-07 18:46:06 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2024-03-13 23:54:23 +0100
commit1e2b8992aeebfed8f54d1988763d0a86756c5153 (patch)
tree868dde531fdd4ecf29444dd85b310d91f12c2970 /core/variant/variant_construct.cpp
parentda945ce6266ce27ba63b6b08dc0eb2414594f7cb (diff)
downloadredot-engine-1e2b8992aeebfed8f54d1988763d0a86756c5153.tar.gz
Use raw string literals for BaseMaterial3D shader code generation
- Add range hints to all uniforms that match the BaseMaterial3D property hints, so that ranges in the inspector remain identical after converting to a shader. - Add comments to describe selected options within the shader. This makes it easier to remember what each block of code does. - Format code to follow the Godot shader language style guide.
Diffstat (limited to 'core/variant/variant_construct.cpp')
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