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path: root/scene/resources/shader_graph.cpp
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* Drop old ShaderGraph code, obsoleted by VisualShaderRémi Verschelde2018-08-241-2596/+0
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* Bind many more properties to scriptsBojidar Marinov2018-01-121-1/+1
| | | | | | | Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Rename pos to position in user facing methods and variablesletheed2017-09-201-7/+7
| | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* Dead code tells no talesRémi Verschelde2017-08-271-73/+2
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-177/+177
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-6/+6
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Map POSITION to gl_FragCoord.xy for 2D shadersPedro J. Estébanez2017-03-081-0/+2
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-24/+23
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-76/+76
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-1/+1
| | | | This saves typing and is a step towards fixing #56
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-2/+2
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* Style: No break before list braceRémi Verschelde2017-01-161-2/+1
| | | | | | | clang-format does not handle that well *at all*. For the reference, found the relevant pieces of code with: `ag "=[ "$'\t'"]?"$'\n'"[ "$'\t'"]?{" --ignore=thirdparty`
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-1/+1
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-23/+23
| | | | renamed to PoolVector
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-76/+76
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-2/+5
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-2/+5
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
|/ | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* Expose light shadow color to canvas item shadersPedro J. Estébanez2016-09-071-0/+4
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* Automatically create input node when creating a ShaderGraphFranklin Sobrinho2016-03-141-5/+13
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* Merge pull request #3136 from MarianoGnu/bug_fixingRémi Verschelde2016-01-061-2/+3
|\ | | | | Fix RGBA Uniform autogeneration in ShaderGraph
| * Fix RGBA Uniform autogeneration in ShaderGraph (fixes #2606)MarianoGNU2015-12-261-2/+3
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* | Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* | Fix wrong getters in ShaderGraphRémi Verschelde2015-12-281-6/+6
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* | replaced :var by :Variant in documentation, fixes #2897Juan Linietsky2015-12-141-1/+1
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* | Merge branch 'master' of https://github.com/okamstudio/godot into shadow_colorSaracen2015-11-181-6/+20
|\ \ | | | | | | | | | | | | Conflicts: drivers/gles2/shader_compiler_gles2.cpp
| * | Added ability to write directly to 4-dimensional position vector from within ↵Saracen2015-11-021-6/+20
| |/ | | | | | | custom vertex shader code. Bugfixes to shader graph code generation concerning xforms.
* / New shader feature: change the colour of shadows on a per-material basis.Saracen2015-11-081-0/+1
|/ | | | | Conflicts: drivers/gles2/shader_compiler_gles2.cpp
* Fix crash when using a Scalar Uniform node to GraphShaderMarianoGNU2015-10-171-4/+4
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* Compile shaders using default values.Mariano Javier Suligoy2015-08-301-10/+77
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* Edit default values. WARNING!!!Mariano Javier Suligoy2015-08-291-43/+107
| | | | Do not merge these changes, default values are not compiled into shaders yet!
* Little fix: don't create an empty undo/redo command when trying to add a ↵Mariano Javier Suligoy2015-07-251-0/+9
| | | | second Input GraphNode
* Duplicate GraphNode(s) [Control+D]Mariano Javier Suligoy2015-07-251-0/+41
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* more fixesJuan Linietsky2015-05-191-1/+1
| | | | | | -only refuse to load an older file if version major is different, fixes #1944 -fix drive letter default value, fixes #1939
* -corrected frac() and hyperbolic sin,cos,tan when running on PC (GLSL120), ↵Juan Linietsky2015-05-041-1/+1
| | | | fixes #1775
* -vec3 uniforms should now work, fixes #1773Juan Linietsky2015-05-041-1/+1
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* -made normalmaps easier in 2D, fixes #1467Juan Linietsky2015-04-271-0/+2
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* fixed UV2 source in shader graph, closes #1633Juan Linietsky2015-04-121-2/+2
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* -Fixes bug in ShaderGraph material, when uniform property is not used, fixes ↵Juan Linietsky2015-04-091-0/+3
| | | | #1634 and #1610
* fixed shader graph length node, fixes #1632Juan Linietsky2015-04-071-1/+1
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* Beta1 Attempt #1Juan Linietsky2015-04-021-3/+12
| | | | | | | | | -=-==-=-=-=-=-=- -Small fixes in canvas item light shader -Fixed compilation in server target -Export for Android makes 32 bits display as default -changed version to 1.1beta1
* begin work on lighting system for 2DJuan Linietsky2015-01-221-1/+1
| | | | nothing functional yet, just experimenting with API
* Fixes to texscreen, fixes to white testcubeJuan Linietsky2015-01-201-2/+2
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* Visual Shader Editing for 2DJuan Linietsky2015-01-201-1/+48
| | | | Editing 2D shaders with visual editor seems to work now.
* Color Ramp and Curve Map added to visual shader editing.Juan Linietsky2015-01-191-3/+320
| | | | | Added Color Ramp and Curve Map to shader nodes. Fixed an issue that crashed Godot Editor right when opened.