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path: root/servers/rendering/shader_language.h
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* Added a shader warning about unused local variable Yuri Roubinsky2021-06-291-1/+4
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* Fix `length()` array function usage in shaderYuri Roubinsky2021-06-101-1/+1
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* Allow shader arrays to be passed as parameters and return valueYuri Roubinsky2021-05-221-16/+45
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* Basic warning support implementation for the Godot Shading Language.Yuri Roubinsky2021-05-221-1/+51
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* Implements length() shader function for arrays in structsYuri Roubinsky2021-05-191-0/+1
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* Highlight control flow keywords with a different colorHugo Locurcio2021-05-051-0/+1
| | | | This makes them easier to distinguish from other keywords.
* Fix shader handle constant expressions in function callYuri Roubinsky2021-04-271-0/+1
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* Refactor GLSL shader compilationreduz2021-04-141-3/+17
| | | | | | | | -Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
* Allow passing varying from fragment to light shader functionYuri Roubinsky2021-02-111-5/+18
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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 🎆
* Fix using post-init shader array constructorsYuri Roubinsky2020-12-271-0/+4
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* Added support for constants in shader `case` and array size declarationYuri Roubinsky2020-12-171-1/+3
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* Static analyzer fixes:bruvzg2020-12-091-1/+1
| | | | | | Removes unused code in OS. Fixes return types. Fixes few typos.
* Rename TYPE_REAL to TYPE_FLOATGeorge Marques2020-12-041-1/+1
| | | | To be consistent with the naming everywhere else.
* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-6/+6
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* FIx autocompletion for emit_particle in shader editorYuri Roubinsky2020-10-131-0/+1
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* Implement manual particle emission and particle sub emitters.reduz2020-09-061-7/+24
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* Added const qualifier support for function arguments in shadersYuri Roubinsky2020-07-011-0/+1
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* Implemented global const array to shadersYuri Roubinsky2020-06-191-0/+5
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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-1/+2
| | | | | 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 Verschelde2020-05-141-4/+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.
* Port member initialization from constructor to declaration (C++11)Rémi Verschelde2020-05-141-117/+65
| | | | | | | | | | Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
* New lightmapperJuan Linietsky2020-05-101-0/+3
| | | | | | | -Added LocalVector (needed it) -Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too) -Fixes and changes all around the place -Added library for 128 bits fixed point (required for Delaunay3D)
* Merge pull request #37795 from Chaosus/shader_fix_const_order2Rémi Verschelde2020-04-291-0/+2
|\ | | | | Fix shader constant sorting
| * Fix shader constant sortingYuri Roubinsky2020-04-111-0/+2
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* | Implement global and per instance shader uniforms.Juan Linietsky2020-04-171-3/+24
|/ | | | | | | | Adds two keywords to shader language for uniforms: -'global' -'instance' This allows them to reference values outside the material.
* Replace NULL with nullptrlupoDharkael2020-04-021-13/+13
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* Prevent shader crash if multiple variables has been declared in 'for'Yuri Roubinsky2020-03-281-0/+1
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* Renaming of servers for coherency.Juan Linietsky2020-03-271-0/+900
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.