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path: root/scene/resources/visual_shader_nodes.cpp
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* [VisualShader] Add reroute node and improve port drawingHendrik Brucker2024-05-131-0/+79
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* Fixes Texture2dParameter node filter optionbiswas084332023-11-121-0/+2
| | | | This bug was appending 2 colons in the generated code. Fixed it.
* made visual shader ports expandable by default if there is only one output ↵DennisManaa2023-09-221-93/+44
| | | | | | port and it's of any vector type Co-authored-by: QbieShay <cislaghi.ilaria@gmail.com>
* Additional Visual Shader NodesPatrick2023-07-261-0/+226
| | | | | | | * RotationByAxis Visual Shader Node added * WorldPositionFromDepth Visual Shader Node added * ScreenNormalWorldSpace Visual Shader Node added
* Make the dragging connections more user-friendly in visual shadersYuri Roubinski2023-07-201-0/+8
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* Extract and reorganize texture resource classesHendrik Brucker2023-07-141-0/+2
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* Fix ndc calculation for LinearSceneDepth VS node in GLES3Patrick2023-03-141-2/+5
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* make particle billboard take into account non-uniform scaleQbieShay2023-02-131-2/+5
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* Mark fma function as high end so it isn't used with the gl_compatibility ↵clayjohn2023-02-081-2/+5
| | | | renderer
* Use mix for vector types in switch node in the visual shaderYuri Rubinsky2023-01-311-8/+27
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* Add derivative functions with precision to shadersYuri Rubinsky2023-01-261-4/+58
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* Fix code generation for ProximityRange node in visual shaderYuri Rubinsky2023-01-201-3/+6
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* Some refactoring for visual shader texture functionsYuri Rubinsky2023-01-201-245/+182
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* Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTUREclayjohn2023-01-181-22/+139
| | | | in favour of texture hints
* Fixes incorrect caption for TextureParameterTriplanarNong Van Tinh2023-01-171-1/+1
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* Add `uint` type support to visual shadersYuri Rubinsky2023-01-061-5/+384
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* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Visual Shader UVFunc keep existing input value on function changedzil1232022-11-101-2/+2
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* Fix code generation for some visual shader nodesYuri Rubinsky2022-10-191-23/+36
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* Fix typo in VisualShader DistanceFade nodePatrick2022-10-181-1/+1
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* Fix code generation for `VisualShaderNodeTextureParameterTriplanar`Yuri Rubinsky2022-09-071-0/+7
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* Disable Output port preview of Linear Depth Visual Shader nodePatrick2022-09-031-1/+13
| | | This disables the output port preview of the node because it's enabled preview caused a shader compilation error
* Rename `uniform` to `parameter` across the engineYuri Rubinsky2022-09-011-384/+377
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* Fix LinearDepth calculation for GLES3Patrick2022-08-311-1/+5
| | | | | | | This change will calculate the depth ndc differently for GLES3 and Vulkan as described in here: stable: https://docs.godotengine.org/en/stable/tutorials/shaders/advanced_postprocessing.html godot 4 with vulkan: https://docs.godotengine.org/en/latest/tutorials/shaders/advanced_postprocessing.html
* Implement custom non-trivial shader functionsPatrick Exner2022-08-271-0/+404
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* Merge pull request #63999 from QbieShay/qbie/vs-qolClay John2022-08-181-8/+8
|\ | | | | Quality of life visual shaders updates
| * Improve visual shader defaults for quality of lifeQbieShay2022-08-121-8/+8
| | | | | | | | | | | | - multiply part of addmultiply defaults to 1 - curvetexture's repeat is turned off - vectors into float takes first component instead of average
* | Merge pull request #62454 from Geometror/reflect-refract-vec2-vec4Rémi Verschelde2022-08-071-20/+27
|\ \ | |/ |/| Allow for vec2/vec4 to be used in reflect and refract
| * Allow vec2 and vec4 for reflect and refractHendrik Brucker2022-08-071-20/+27
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* | Add `hint_transparent` to use a transparent black placeholder textureHugo Locurcio2022-08-011-1/+6
|/ | | | | This can be used in shaders to avoid the need to supply a transparent placeholder texture manually.
* Fix typo "Frac" instead of "Fract"Aaron Record2022-06-051-4/+4
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* Merge pull request #60803 from Chaosus/shader_hint_renameRémi Verschelde2022-05-241-146/+78
|\ | | | | Rename `hint_albedo`, `hint_white/black` in shaders
| * Rename `hint_albedo`, `hint_white/black` in shadersYuri Roubinsky2022-05-091-146/+78
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* | Replace most uses of Map by HashMapreduz2022-05-161-2/+2
|/ | | | | | | | | | | | * Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
* Merge pull request #60845 from Chaosus/vs_color_funcYuri Rubinsky2022-05-091-66/+24
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| * Push `HSV2RGB/RGB2HSV` to `ColorFunc` (from `VecFunc`) in visual shadersYuri Roubinsky2022-05-071-66/+24
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* | Change output port of `VisualShaderNodeColorUniform` to vec4Yuri Roubinsky2022-05-071-7/+12
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* Rename Basis get_axis to get_column, remove redundant methodsAaron Franke2022-05-031-3/+3
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* Continue to improve vector4 type in visual shadersYuri Roubinsky2022-04-221-276/+110
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* Add Vector4 to VisualShaderHendrik Brucker2022-04-121-19/+393
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* String: Remove TTR and DTR defines in non-tools buildRémi Verschelde2022-03-281-13/+13
| | | | | This ensures we don't use TTR in runtime code, as it's specifically meant to source translations for the editor.
* 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!