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path: root/scene/resources/visual_shader_nodes.cpp
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* Added VisualShaderNodeCurve to easy gather data from a CurveTextureYuri Roubinsky2020-10-181-0/+84
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* Fix typo in VisualShaderNodeSample3D::generate_codeYuri Roubinsky2020-10-041-1/+1
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* Fix def parameter in Texture visual shader nodes for sky/particles modesYuri Roubinsky2020-10-031-22/+50
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* Merge pull request #42078 from Chaosus/vs_rename_typeRémi Verschelde2020-09-291-16/+16
|\ | | | | Renames Type to OpType in VisualShaderNodeMultiplyAdd
| * Renames Type to OpType in VisualShaderNodeMultiplyAddYuri Roubinsky2020-09-151-16/+16
| | | | | | To prevent possible conflicts with C# and other languages.
* | Fix some bugs in visual shader editorYuri Roubinsky2020-09-211-0/+44
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* Fix triplanar texture code generation in visual shadersYuri Roubinsky2020-09-111-4/+4
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* Added Texture3D to visual shadersYuri Roubinsky2020-09-101-0/+126
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* Fix some broken visual shader nodesYuri Roubinsky2020-09-071-0/+6
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* Cleanup constructor code in visual shader nodesYuri Roubinsky2020-09-051-55/+0
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* Added default value for uniforms in visual shadersYuri Roubinsky2020-07-271-10/+276
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* Optimize code generation for fresnel node in visual shadersYuri Roubinsky2020-07-271-1/+16
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* Removes redundant code generation in VisualShaderNodeTextureUniformYuri Roubinsky2020-07-261-0/+4
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* Added 'fma' function to shader languageYuri Roubinsky2020-07-101-0/+93
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* Added Texture2DArray support to visual shadersYuri Roubinsky2020-06-191-0/+245
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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-36/+55
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-138/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Style: clang-format: Disable AllowShortCaseLabelsOnASingleLineRémi Verschelde2020-05-101-39/+115
| | | | Part of #33027.
* Added uniform qualifiers to visual shadersYuri Roubinsky2020-05-051-15/+51
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* Add support for integer type in visual shadersYuri Roubinsky2020-02-261-83/+460
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* Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky2020-02-251-4/+4
| | | | | | | | | | | | | | | | | | | | | - Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
* Texture refactorJuan Linietsky2020-02-111-46/+46
| | | | | | | | -Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
* Implemented hint_range for VisualShaderNodeScalarUniformYuri Roubinsky2020-02-071-0/+81
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* Added missing '\n' in visual shader fresnel node code generationYuri Roubinsky2020-02-031-1/+1
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* Few extra formatting fixes for visual shader node generationYuri Roubinsky2020-02-011-7/+7
| | | For 'If' and 'Switch' nodes
* Better visual shader code generationYuri Roubinsky2020-02-011-115/+180
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* Added missed bracket to VisualShaderNodeCubeMapYuri Roubinsky2020-01-271-0/+1
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* Fix VisualShaderNodeCubeMap generationYuri Roubinsky2020-01-271-10/+13
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* Docs for some nodes in visual shaderYuri Roubinsky2020-01-231-5/+5
| | | | Fix typo in `VisualShaderNodeCompare.ComparisonType` name.
* Merge pull request #33817 from Chaosus/vs_fresnelYuri Roubinsky2020-01-081-3/+24
|\ | | | | Make Fresnel node in visual shaders to use default NORMAL/VIEW
| * Makes Fresnel node in visual shaders to use default NORMAL/VIEWYuri Roubinsky2019-11-221-3/+24
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* | Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | | | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* | Added missed enum constant VisualShaderNodeTexture::SOURCE_PORTYuri Roubinsky2019-12-121-0/+1
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* Added sampler inputs for visual shadersYuri Roubinsky2019-11-031-7/+9
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* Fix some crashes, overflows and using variables without valuesRafał Mikrut2019-11-011-0/+1
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* [VShaders] Added sampler port to CubeMap, fixed parsing in expresssion sYuri Roubinsky2019-10-111-65/+80
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* Uses LoD even if UV slot is not used in visual shader texturesYuri Roubinsky2019-10-101-11/+47
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* Makes cube maps to be works in visual shadersYuri Roubinsky2019-10-091-18/+90
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* Makes Texture and TextureUniform in visual shaders to use UV by defaultYuri Roubinsky2019-10-031-15/+37
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* Added sampler port type for visual shadersChaosus2019-10-011-7/+74
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* Some formatting fixes in visual_shader_nodes.cppYuri Rou2019-09-181-6/+113
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* Removed useless code from Switch in visual shaderChaosus892019-09-051-9/+1
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* Some improvements for Switch node in visual shadersChaosus892019-09-031-3/+34
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* Some improvements to Mix visual shader functionYuri Roubinski2019-08-061-11/+67
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* Fix outerProduct function in visual shadersChaosus2019-08-011-1/+1
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* i18n: Sync translation template with current sourceRémi Verschelde2019-07-191-1/+1
| | | | Fix a few typos in new strings.
* Merge pull request #30532 from Chaosus/vs_triplanarRémi Verschelde2019-07-151-0/+92
|\ | | | | Added triplanar uniform texture node to visual shaders
| * Added triplanar uniform texture node to visual shadersChaosus2019-07-121-0/+92
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* | Added "Is" and "Compare" functions to visual shadersChaosus2019-07-121-0/+314
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* Added DEPTH_TEXTURE to visual shadersChaosus2019-07-051-1/+49
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