1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-10 13:00:37 +00:00

Rename RenderingServer global shader uniform methods to be more explicit

The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
This commit is contained in:
Hugo Locurcio
2022-04-03 18:56:43 +02:00
parent 2e05cc3314
commit 4b42379c8f
45 changed files with 532 additions and 532 deletions

View File

@@ -138,10 +138,10 @@ layout(set = 0, binding = 7) uniform texture2D sdf_texture;
layout(set = 0, binding = 8) uniform sampler material_samplers[12];
layout(set = 0, binding = 9, std430) restrict readonly buffer GlobalVariableData {
layout(set = 0, binding = 9, std430) restrict readonly buffer GlobalShaderUniformData {
vec4 data[];
}
global_variables;
global_shader_uniforms;
/* SET1: Is reserved for the material */

View File

@@ -77,10 +77,10 @@ params;
layout(set = 0, binding = 0) uniform sampler material_samplers[12];
layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalVariableData {
layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalShaderUniformData {
vec4 data[];
}
global_variables;
global_shader_uniforms;
layout(set = 0, binding = 2, std140) uniform SceneData {
bool volumetric_fog_enabled;

View File

@@ -28,10 +28,10 @@ layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
layout(set = 0, binding = 1) uniform sampler material_samplers[12];
layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData {
layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalShaderUniformData {
vec4 data[];
}
global_variables;
global_shader_uniforms;
layout(push_constant, std430) uniform Params {
vec3 position;

View File

@@ -25,10 +25,10 @@ layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
layout(set = 0, binding = 1) uniform sampler material_samplers[12];
layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData {
layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalShaderUniformData {
vec4 data[];
}
global_variables;
global_shader_uniforms;
/* Set 1: FRAME AND PARTICLE DATA */

View File

@@ -129,10 +129,10 @@ layout(set = 0, binding = 13, std430) restrict readonly buffer Decals {
}
decals;
layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData {
layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalShaderUniformData {
vec4 data[];
}
global_variables;
global_shader_uniforms;
struct SDFVoxelGICascadeData {
vec3 position;

View File

@@ -118,10 +118,10 @@ layout(set = 0, binding = 13, std430) restrict readonly buffer Decals {
}
decals;
layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData {
layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalShaderUniformData {
highp vec4 data[];
}
global_variables;
global_shader_uniforms;
/* Set 1: Render Pass (changes per render pass) */