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path: root/scene/resources/visual_shader_nodes.cpp
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* Rename several transform built-ins in shadersYuri Roubinsky2022-03-181-7/+7
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* Add `_get_func_code/_is_available` virtual functions to custom nodesYuri Roubinsky2022-03-081-2/+4
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* simplify calculation of max in grayscaleMarkus Sauermann2022-02-201-2/+1
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* Add some more fixes to visual shaderYuri Roubinsky2022-02-071-1/+1
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* Rename `PORT_TYPE_VECTOR` to `PORT_TYPE_VECTOR_3D`Yuri Roubinsky2022-02-061-58/+58
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* Add support for 2D vector type to visual shadersYuri Roubinsky2022-02-021-304/+889
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* [VisualShader] Merge scalar and vector derivative functions into oneYuri Roubinsky2022-01-281-90/+51
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* Fix default input port hints for some modes in visual shaderYuri Roubinsky2022-01-221-41/+67
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Add texture filtering properties to `VisualShaderNodeTextureUniform`Yuri Roubinsky2021-12-161-22/+159
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* Rename `hint_aniso` to `hint_anisotropy` in the shader languageHugo Locurcio2021-12-101-9/+9
| | | | | The word "anisotropy" is used in full form in BaseMaterial3D's anisotropy-related properties.
* Replace String comparisons with "", String() to is_empty()Nathan Franke2021-12-091-37/+37
| | | | | | Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
* Add bitwise operators to `VisualShaderNodeIntOp`Yuri Roubinsky2021-12-031-3/+25
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* Fix editor crash due incorrect setup of default texture in visual shaderYuri Roubinsky2021-11-121-6/+6
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* Fix default_texture_param in shader pipeline to support uniform arraysYuri Roubinsky2021-11-121-6/+6
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* Added `MeshEmitter` node for particles in visual shaderYuri Roubinsky2021-11-061-5/+0
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* Add a default input parameter field to CurveTexture (in visual shaders)Yuri Roubinsky2021-10-131-0/+2
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* Added missed limiters for Visual Shader node enumsYuri Roubinsky2021-08-151-107/+326
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* Merge pull request #50114 from Chaosus/vs_constantsRémi Verschelde2021-08-131-6/+6
|\ | | | | Few improvements for constants in visual shader
| * Few improvements for constants in visual shaderYuri Roubinsky2021-08-111-6/+6
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* | Merge pull request #51519 from Chaosus/vs_transform_operatorRémi Verschelde2021-08-131-26/+46
|\ \ | | | | | | Changed `TransformMult` node to `TransformOp` in visual shaders
| * | Changed `TransformMult` node to `TransformOp` in visual shadersYuri Roubinsky2021-08-111-26/+46
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* / Fix printing error about unsupported modifier on `TransformUniform`Yuri Roubinsky2021-08-121-1/+4
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* Merge pull request #50605 from Calinou/tweak-shader-code-styleRémi Verschelde2021-07-201-282/+282
|\ | | | | Use C++11 raw literals for shader code to improve readability
| * Use C++11 raw literals for shader code to improve readabilityHugo Locurcio2021-07-191-282/+282
| | | | | | | | | | In files that have lots of branching, `\t` was replaced with a tab character instead.
* | Optimize StringName usagereduz2021-07-181-3/+3
|/ | | | | | | | | | | * Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
* Rename Curve3Texture to CurveXYZTextureRémi Verschelde2021-07-141-21/+21
| | | | | | Neither name is a perfect match but `Curve3Texture` looked too similar to `CurveTexture` and `Curve3D`, which made things confusing when picking a texture type or browsing the API reference.
* Added Curve3Texture to Visual ShadersYuri Roubinsky2021-07-041-1/+85
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* Continuation of work on visual particles systemYuri Roubinsky2021-06-071-1/+1
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* Adds `UVFunc` for panning/scaling on UV's to VisualShader's.Yuri Roubinsky2021-06-071-0/+137
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* Rename Variant TRANSFORM to TRANSFORM3DAaron Franke2021-06-031-2/+2
| | | Also _transform to _transform3d
* Rename Transform to Transform3D in coreAaron Franke2021-06-031-17/+17
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* Added Billboard Node to Visual ShadersYuri Roubinsky2021-05-281-0/+124
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* Merge pull request #49056 from Chaosus/vs_colorYuri Roubinsky2021-05-261-0/+28
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| * Implements expandable color ports in visual shadersYuri Roubinsky2021-05-261-0/+28
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* | Tweak dozens of editor property hints for consistencyHugo Locurcio2021-05-251-8/+8
|/ | | | | | - Update Viewport MSAA property hints to match the currently exposed values. - Add some performance hints to property hints.
* Style: Apply clang-tidy's `readability-braces-around-statements`Rémi Verschelde2021-04-051-8/+12
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* Prevents TextureUniform in visual shaders from conversion to constant Yuri Roubinsky2021-04-041-0/+28
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* Merge pull request #46539 from Chaosus/vs_fix_returnRémi Verschelde2021-03-011-50/+11
|\ | | | | Removes redundant code from get_input/output_port_type (visual shaders)
| * Removes redundant code from get_input/output/_port_type (visual shaders)Yuri Roubinsky2021-03-011-50/+11
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* | Fix incorrect switching port type in VisualShaderNodeStepYuri Roubinsky2021-03-011-1/+1
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* Unified several visual shader nodesYuri Roubinsky2021-01-181-314/+447
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* Merge pull request #44805 from Chaosus/vs_convertRémi Verschelde2021-01-151-0/+5
|\ | | | | Add convert options between constants and uniforms in visual shaders
| * Add convert options between constants and uniforms in visual shadersYuri Roubinsky2020-12-301-0/+5
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* | Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
|/ | | | | | | | | | | | | | 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 🎆
* Consistently use normal_mapMarcel Admiraal2020-12-291-9/+9
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* Added extra warning to VisualShaderNodeTexture + fix warning appearingYuri Roubinsky2020-11-261-0/+15
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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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