Thaddeus Crews
e62be79947
Merge pull request #100350 from Namey5/visualshader-worldposfromdepth-fix
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Fix space transformations in WorldPositionFromDepth visual shader node generation
2025-01-22 16:32:26 -06:00
Chaosus
8a7c9aa452
Fix visual shader error when opening a Fresnel node preview
2025-01-19 14:47:22 +03:00
Rémi Verschelde
6c6e74408c
Merge pull request #94616 from Chaosus/vs_fix_vec4_constant
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Change `VisualShaderNodeVec4Constant` type to vec4
2025-01-03 02:01:09 +01:00
Yufeng Ying
73d85f46c9
Remove unused headers in scene.
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Co-authored-by: Thaddeus Crews <repiteo@outlook.com >
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com >
2024-12-24 00:40:09 +08:00
Alex Threlfo
a85b0279fd
fix: space transformations in WorldPositionFromDepth visual shader node generation
2024-12-14 08:52:42 +11:00
Rémi Verschelde
5d9ffb7d1c
Merge pull request #97365 from aaronp64/vector_compose_input_defaults
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Keep existing `VectorCompose` input values when setting vector type
2024-11-29 22:46:05 +01:00
tetrapod00
2191df0cea
VisualShader: Add LinearToSRGB and SRGBToLinear to ColorFunc node
2024-10-19 12:18:34 -07:00
aaronp64
e5fada9cd1
Keep existing VectorCompose input values when setting vector type
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VisualShaderNodeVectorCompose::set_op_type would zero out input port default values for z and w when using vector 3D/4D, updated to keep values for all ports.
Zeroing out z and w would cause values for 4D vectors to be lost when loading the visual shader - 3D vectors were not affected by this, since 3D is the default op type, which caused this step to be skipped during loading. However, both 3D and 4D were affected when changing the op type from the drop down in editor. For example, changing from 3D (1, 2, 3) to 4D would result in (1, 2, 0, 0), and changing from 4D (1, 2, 3, 4) to 3D would result in (1, 2, 0), losing previously set values.
2024-09-23 10:37:32 -04:00
tetrapod00
eb5a9c3b33
Visual Shader: Add vector operations to Remap node
2024-09-22 11:25:36 -07:00
Chaosus
db251a3f99
Allow setting a cubemap as default parameter to shader
2024-08-27 09:43:05 +03:00
Rémi Verschelde
7999b4bb8a
Merge pull request #94324 from SomeRanDev/shader_hint_enum
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GDShader: Add `hint_enum` for `uniform int`
2024-08-20 10:01:57 +02:00
Yuri Rubinsky
df61dca5ba
Change VisualShaderNodeVec4Constant type to vec4
2024-08-15 10:49:34 +03:00
Yuri Rubinsky
7c9afbc139
Fix warning printing for VisualShaderNodeTextureParameter
2024-07-22 11:22:27 +03:00
Yuri Rubinsky
cf70cb57ee
Few fixes for VisualShaderNodeRotationByAxis
2024-07-18 11:10:36 +03:00
Robert Borghese
1052985b00
Add hint_enum for uniform int in gdshader
2024-07-13 14:30:08 -04:00
Rémi Verschelde
f1ac3e26cc
Merge pull request #83729 from Chaosus/vs_fix_texture_param
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Add extra warning messages to `VisualShaderNodeTextureParameter`
2024-06-12 10:00:23 +02:00
jsjtxietian
8d888807f7
Sync visual shader's distance fade using circular fade
2024-06-07 11:32:27 +08:00
Hendrik Brucker
62776842df
[VisualShader] Add reroute node and improve port drawing
2024-05-13 03:26:01 +02:00
biswas08433
92fe4bb693
Fixes Texture2dParameter node filter option
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This bug was appending 2 colons in the generated code. Fixed it.
2023-11-12 01:59:53 +05:30
Yuri Rubinsky
3b353075dc
Add extra warning messages to VisualShaderNodeTextureParameter
2023-10-21 16:48:38 +03:00
DennisManaa
f248420a2b
made visual shader ports expandable by default if there is only one output port and it's of any vector type
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Co-authored-by: QbieShay <cislaghi.ilaria@gmail.com >
2023-09-22 15:28:59 +02:00
Patrick
65b0989f68
Additional Visual Shader Nodes
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* RotationByAxis Visual Shader Node added
* WorldPositionFromDepth Visual Shader Node added
* ScreenNormalWorldSpace Visual Shader Node added
2023-07-26 00:39:12 +02:00
Yuri Roubinski
01101134f4
Make the dragging connections more user-friendly in visual shaders
2023-07-20 15:00:19 +03:00
Hendrik Brucker
7e21eb7e00
Extract and reorganize texture resource classes
2023-07-14 20:04:21 +02:00
Patrick
e3802d5b6f
Fix ndc calculation for LinearSceneDepth VS node in GLES3
2023-03-14 15:05:01 +01:00
QbieShay
7881422901
make particle billboard take into account non-uniform scale
2023-02-13 21:18:55 +01:00
clayjohn
04a9933f2e
Mark fma function as high end so it isn't used with the gl_compatibility renderer
2023-02-08 12:56:15 -08:00
Yuri Rubinsky
bcecb4fe37
Use mix for vector types in switch node in the visual shader
2023-01-31 09:45:27 +03:00
Yuri Rubinsky
8c8c333bf2
Add derivative functions with precision to shaders
2023-01-26 20:53:46 +03:00
Yuri Rubinsky
f9b5e9da37
Fix code generation for ProximityRange node in visual shader
2023-01-20 22:31:37 +03:00
Yuri Rubinsky
7cbe2b939e
Some refactoring for visual shader texture functions
2023-01-20 12:54:20 +03:00
clayjohn
faea9f5c10
Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE
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in favour of texture hints
2023-01-18 19:52:47 -08:00
Nong Van Tinh
d6b923ae05
Fixes incorrect caption for TextureParameterTriplanar
2023-01-17 12:10:01 +07:00
Yuri Rubinsky
f101add78b
Add uint type support to visual shaders
2023-01-06 10:35:25 +03:00
Rémi Verschelde
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
dzil123
445062e43b
Visual Shader UVFunc keep existing input value on function change
2022-11-10 04:31:05 -08:00
Yuri Rubinsky
19126d22a4
Fix code generation for some visual shader nodes
2022-10-19 09:09:56 +03:00
Patrick
91a9e7af3f
Fix typo in VisualShader DistanceFade node
2022-10-18 18:20:31 +02:00
Yuri Rubinsky
3401228fbd
Fix code generation for VisualShaderNodeTextureParameterTriplanar
2022-09-07 07:02:07 +03:00
Patrick
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
Yuri Rubinsky
8191b3c110
Rename uniform to parameter across the engine
2022-09-01 11:42:57 +03:00
Patrick
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
Patrick Exner
55bbcc54e7
Implement custom non-trivial shader functions
2022-08-27 22:59:12 +02:00
Clay John
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
QbieShay
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
Rémi Verschelde
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
Hendrik Brucker
b8d5f4bdd5
Allow vec2 and vec4 for reflect and refract
2022-08-07 18:03:16 +02:00
Hugo Locurcio
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
Aaron Record
14df02b21f
Fix typo "Frac" instead of "Fract"
2022-06-05 19:20:32 -06:00
Rémi Verschelde
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