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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2024-03-07 18:46:06 +0100 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2024-03-13 23:54:23 +0100 |
commit | 1e2b8992aeebfed8f54d1988763d0a86756c5153 (patch) | |
tree | 868dde531fdd4ecf29444dd85b310d91f12c2970 /core/variant/variant_construct.cpp | |
parent | da945ce6266ce27ba63b6b08dc0eb2414594f7cb (diff) | |
download | redot-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')
0 files changed, 0 insertions, 0 deletions