d95794ec8a
One Copyright Update to rule them all
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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".
2023-01-05 13:25:55 +01:00
445062e43b
Visual Shader UVFunc keep existing input value on function change
2022-11-10 04:31:05 -08:00
19126d22a4
Fix code generation for some visual shader nodes
2022-10-19 09:09:56 +03:00
91a9e7af3f
Fix typo in VisualShader DistanceFade node
2022-10-18 18:20:31 +02:00
3401228fbd
Fix code generation for VisualShaderNodeTextureParameterTriplanar
2022-09-07 07:02:07 +03:00
e3ee2a0a6e
Disable Output port preview of Linear Depth Visual Shader node
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This disables the output port preview of the node because it's enabled preview caused a shader compilation error
2022-09-03 22:36:37 +02:00
8191b3c110
Rename uniform to parameter across the engine
2022-09-01 11:42:57 +03:00
323ff657c0
Fix LinearDepth calculation for GLES3
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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
2022-08-31 21:00:13 +02:00
55bbcc54e7
Implement custom non-trivial shader functions
2022-08-27 22:59:12 +02:00
547e64d226
Merge pull request #63999 from QbieShay/qbie/vs-qol
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Quality of life visual shaders updates
2022-08-18 14:47:23 -06:00
ecbeb8de1b
Improve visual shader defaults for quality of life
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- multiply part of addmultiply defaults to 1
- curvetexture's repeat is turned off
- vectors into float takes first component instead of average
2022-08-12 19:39:56 +02:00
f754dd20be
Merge pull request #62454 from Geometror/reflect-refract-vec2-vec4
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Allow for vec2/vec4 to be used in reflect and refract
2022-08-07 19:16:05 +02:00
b8d5f4bdd5
Allow vec2 and vec4 for reflect and refract
2022-08-07 18:03:16 +02:00
813f6a5d57
Add hint_transparent to use a transparent black placeholder texture
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This can be used in shaders to avoid the need to supply a transparent
placeholder texture manually.
2022-08-01 23:38:06 +02:00
14df02b21f
Fix typo "Frac" instead of "Fract"
2022-06-05 19:20:32 -06:00
1314e6cbcc
Merge pull request #60803 from Chaosus/shader_hint_rename
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Rename `hint_albedo`, `hint_white/black` in shaders
2022-05-24 08:15:33 +02:00
746dddc067
Replace most uses of Map by HashMap
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* 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!
2022-05-16 10:37:48 +02:00
a8bbe570ca
Rename hint_albedo, hint_white/black in shaders
2022-05-09 22:50:18 +03:00
033e211724
Merge pull request #60845 from Chaosus/vs_color_func
2022-05-09 21:34:34 +03:00
ee1b7a033d
Push HSV2RGB/RGB2HSV to ColorFunc (from VecFunc) in visual shaders
2022-05-07 09:49:12 +03:00
edd3b1274e
Change output port of VisualShaderNodeColorUniform to vec4
2022-05-07 08:40:19 +03:00
fa7a7795f0
Rename Basis get_axis to get_column, remove redundant methods
2022-05-03 09:37:47 -05:00
8bf632240d
Continue to improve vector4 type in visual shaders
2022-04-22 22:29:26 +03:00
cf58d23a72
Add Vector4 to VisualShader
2022-04-12 19:09:29 +02:00
7119d355eb
String: Remove TTR and DTR defines in non-tools build
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This ensures we don't use TTR in runtime code, as it's specifically meant
to source translations for the editor.
2022-03-28 20:26:35 +02:00
0d9aecd967
Rename several transform built-ins in shaders
2022-03-18 12:10:55 +03:00
4d6790e9df
Add _get_func_code/_is_available virtual functions to custom nodes
2022-03-08 16:23:44 +03:00
79a75cd683
simplify calculation of max in grayscale
2022-02-20 18:36:46 +01:00
a6e280c5de
Add some more fixes to visual shader
2022-02-07 11:28:42 +03:00
db18faf660
Rename PORT_TYPE_VECTOR to PORT_TYPE_VECTOR_3D
2022-02-06 20:15:28 +03:00
59af063636
Add support for 2D vector type to visual shaders
2022-02-02 19:59:34 +03:00
88b2afa28f
[VisualShader] Merge scalar and vector derivative functions into one
2022-01-28 22:19:10 +03:00
538cff1351
Fix default input port hints for some modes in visual shader
2022-01-22 11:12:56 +03:00
fe52458154
Update copyright statements to 2022
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Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
1eb40904ce
Add texture filtering properties to VisualShaderNodeTextureUniform
2021-12-16 11:50:33 +03:00
92e9cca5be
Rename hint_aniso to hint_anisotropy in the shader language
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The word "anisotropy" is used in full form in BaseMaterial3D's
anisotropy-related properties.
2021-12-10 17:41:17 +01:00
49403cbfa0
Replace String comparisons with "", String() to is_empty()
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Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
b12fea5b52
Add bitwise operators to VisualShaderNodeIntOp
2021-12-03 12:48:35 +03:00
d0fbc467a6
Fix editor crash due incorrect setup of default texture in visual shader
2021-11-12 18:23:45 +03:00
826e781bfa
Fix default_texture_param in shader pipeline to support uniform arrays
2021-11-12 12:53:40 +03:00
80b563672b
Added MeshEmitter node for particles in visual shader
2021-11-06 17:45:38 +03:00
e270644b20
Add a default input parameter field to CurveTexture (in visual shaders)
2021-10-13 15:25:12 +03:00
e537a1f10e
Added missed limiters for Visual Shader node enums
2021-08-15 19:10:51 +03:00
24ec20414a
Merge pull request #50114 from Chaosus/vs_constants
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Few improvements for constants in visual shader
2021-08-13 14:45:13 +02:00
f0e420e981
Merge pull request #51519 from Chaosus/vs_transform_operator
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Changed `TransformMult` node to `TransformOp` in visual shaders
2021-08-13 14:44:14 +02:00
c43b7c113f
Fix printing error about unsupported modifier on TransformUniform
2021-08-12 19:40:45 +03:00
9cf158019d
Changed TransformMult node to TransformOp in visual shaders
2021-08-11 22:05:04 +03:00
0eb97c11cf
Few improvements for constants in visual shader
2021-08-11 13:14:16 +03:00
394191c02f
Merge pull request #50605 from Calinou/tweak-shader-code-style
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Use C++11 raw literals for shader code to improve readability
2021-07-20 10:05:13 +02:00
abc38b8d66
Use C++11 raw literals for shader code to improve readability
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In files that have lots of branching, `\t` was replaced with a
tab character instead.
2021-07-19 08:19:50 +02:00