mirror of
				https://github.com/godotengine/godot.git
				synced 2025-10-31 21:51:22 +00:00 
			
		
		
		
	Merge pull request #51821 from Calinou/builtin-shaders-add-comments
Add comments at the top of each built-in shader to ease debugging
This commit is contained in:
		
						commit
						c334989e00
					
				
					 10 changed files with 38 additions and 0 deletions
				
			
		|  | @ -1738,6 +1738,8 @@ AnimationPlayerEditor::AnimationPlayerEditor(EditorNode *p_editor, AnimationPlay | |||
| 
 | ||||
| 	onion.capture.shader = Ref<Shader>(memnew(Shader)); | ||||
| 	onion.capture.shader->set_code(R"( | ||||
| // Animation editor onion skinning shader.
 | ||||
| 
 | ||||
| shader_type canvas_item; | ||||
| 
 | ||||
| uniform vec4 bkg_color; | ||||
|  |  | |||
|  | @ -5598,6 +5598,8 @@ void Node3DEditor::_init_indicators() { | |||
| 
 | ||||
| 		Ref<Shader> grid_shader = memnew(Shader); | ||||
| 		grid_shader->set_code(R"( | ||||
| // 3D editor grid shader.
 | ||||
| 
 | ||||
| shader_type spatial; | ||||
| 
 | ||||
| render_mode unshaded; | ||||
|  | @ -5839,6 +5841,8 @@ void fragment() { | |||
| 				Ref<Shader> rotate_shader = memnew(Shader); | ||||
| 
 | ||||
| 				rotate_shader->set_code(R"( | ||||
| // 3D editor rotation manipulator gizmo shader.
 | ||||
| 
 | ||||
| shader_type spatial; | ||||
| 
 | ||||
| render_mode unshaded, depth_test_disabled; | ||||
|  | @ -5887,6 +5891,8 @@ void fragment() { | |||
| 
 | ||||
| 					Ref<Shader> border_shader = memnew(Shader); | ||||
| 					border_shader->set_code(R"( | ||||
| // 3D editor rotation manipulator gizmo shader (white outline).
 | ||||
| 
 | ||||
| shader_type spatial; | ||||
| 
 | ||||
| render_mode unshaded, depth_test_disabled; | ||||
|  | @ -7506,6 +7512,8 @@ Node3DEditor::Node3DEditor(EditorNode *p_editor) { | |||
| 
 | ||||
| 		sun_direction_shader.instantiate(); | ||||
| 		sun_direction_shader->set_code(R"( | ||||
| // 3D editor Preview Sun direction shader.
 | ||||
| 
 | ||||
| shader_type canvas_item; | ||||
| 
 | ||||
| uniform vec3 sun_direction; | ||||
|  |  | |||
|  | @ -76,6 +76,8 @@ void Texture3DEditor::_update_material() { | |||
| void Texture3DEditor::_make_shaders() { | ||||
| 	shader.instantiate(); | ||||
| 	shader->set_code(R"( | ||||
| // Texture3DEditor preview shader.
 | ||||
| 
 | ||||
| shader_type canvas_item; | ||||
| 
 | ||||
| uniform sampler3D tex; | ||||
|  |  | |||
|  | @ -106,6 +106,8 @@ void TextureLayeredEditor::_update_material() { | |||
| void TextureLayeredEditor::_make_shaders() { | ||||
| 	shaders[0].instantiate(); | ||||
| 	shaders[0]->set_code(R"( | ||||
| // TextureLayeredEditor preview shader (2D array).
 | ||||
| 
 | ||||
| shader_type canvas_item; | ||||
| 
 | ||||
| uniform sampler2DArray tex; | ||||
|  | @ -118,6 +120,8 @@ void fragment() { | |||
| 
 | ||||
| 	shaders[1].instantiate(); | ||||
| 	shaders[1]->set_code(R"( | ||||
| // TextureLayeredEditor preview shader (cubemap).
 | ||||
| 
 | ||||
| shader_type canvas_item; | ||||
| 
 | ||||
| uniform samplerCube tex; | ||||
|  | @ -132,6 +136,8 @@ void fragment() { | |||
| 
 | ||||
| 	shaders[2].instantiate(); | ||||
| 	shaders[2]->set_code(R"( | ||||
| // TextureLayeredEditor preview shader (cubemap array).
 | ||||
| 
 | ||||
| shader_type canvas_item; | ||||
| 
 | ||||
| uniform samplerCubeArray tex; | ||||
|  |  | |||
|  | @ -97,6 +97,8 @@ Ref<Shader> ColorPicker::circle_shader; | |||
| void ColorPicker::init_shaders() { | ||||
| 	wheel_shader.instantiate(); | ||||
| 	wheel_shader->set_code(R"( | ||||
| // ColorPicker wheel shader.
 | ||||
| 
 | ||||
| shader_type canvas_item; | ||||
| 
 | ||||
| void fragment() { | ||||
|  | @ -119,6 +121,8 @@ void fragment() { | |||
| 
 | ||||
| 	circle_shader.instantiate(); | ||||
| 	circle_shader->set_code(R"( | ||||
| // ColorPicker circle shader.
 | ||||
| 
 | ||||
| shader_type canvas_item; | ||||
| 
 | ||||
| uniform float v = 1.0; | ||||
|  |  | |||
|  | @ -683,6 +683,8 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin | |||
| 		default_shader = storage->shader_allocate(); | ||||
| 		storage->shader_initialize(default_shader); | ||||
| 		storage->shader_set_code(default_shader, R"( | ||||
| // Default 3D material shader (clustered).
 | ||||
| 
 | ||||
| shader_type spatial; | ||||
| 
 | ||||
| void vertex() { | ||||
|  | @ -712,6 +714,8 @@ void fragment() { | |||
| 		storage->shader_initialize(overdraw_material_shader); | ||||
| 		// Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
 | ||||
| 		storage->shader_set_code(overdraw_material_shader, R"( | ||||
| // 3D editor Overdraw debug draw mode shader (clustered).
 | ||||
| 
 | ||||
| shader_type spatial; | ||||
| 
 | ||||
| render_mode blend_add, unshaded; | ||||
|  |  | |||
|  | @ -673,6 +673,8 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p | |||
| 		default_shader = storage->shader_allocate(); | ||||
| 		storage->shader_initialize(default_shader); | ||||
| 		storage->shader_set_code(default_shader, R"( | ||||
| // Default 3D material shader (mobile).
 | ||||
| 
 | ||||
| shader_type spatial; | ||||
| 
 | ||||
| void vertex() { | ||||
|  | @ -701,6 +703,8 @@ void fragment() { | |||
| 		storage->shader_initialize(overdraw_material_shader); | ||||
| 		// Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
 | ||||
| 		storage->shader_set_code(overdraw_material_shader, R"( | ||||
| // 3D editor Overdraw debug draw mode shader (mobile).
 | ||||
| 
 | ||||
| shader_type spatial; | ||||
| 
 | ||||
| render_mode blend_add, unshaded; | ||||
|  |  | |||
|  | @ -2575,6 +2575,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) { | |||
| 		storage->shader_initialize(default_canvas_group_shader); | ||||
| 
 | ||||
| 		storage->shader_set_code(default_canvas_group_shader, R"( | ||||
| // Default CanvasGroup shader.
 | ||||
| 
 | ||||
| shader_type canvas_item; | ||||
| 
 | ||||
| void fragment() { | ||||
|  |  | |||
|  | @ -855,6 +855,8 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) { | |||
| 		storage->shader_initialize(sky_shader.default_shader); | ||||
| 
 | ||||
| 		storage->shader_set_code(sky_shader.default_shader, R"( | ||||
| // Default sky shader.
 | ||||
| 
 | ||||
| shader_type sky; | ||||
| 
 | ||||
| void sky() { | ||||
|  | @ -942,6 +944,8 @@ void sky() { | |||
| 		storage->shader_initialize(sky_scene_state.fog_shader); | ||||
| 
 | ||||
| 		storage->shader_set_code(sky_scene_state.fog_shader, R"( | ||||
| // Default clear color sky shader.
 | ||||
| 
 | ||||
| shader_type sky; | ||||
| 
 | ||||
| uniform vec4 clear_color; | ||||
|  |  | |||
|  | @ -9398,6 +9398,8 @@ RendererStorageRD::RendererStorageRD() { | |||
| 		particles_shader.default_shader = shader_allocate(); | ||||
| 		shader_initialize(particles_shader.default_shader); | ||||
| 		shader_set_code(particles_shader.default_shader, R"( | ||||
| // Default particles shader.
 | ||||
| 
 | ||||
| shader_type particles; | ||||
| 
 | ||||
| void process() { | ||||
|  |  | |||
		Loading…
	
	Add table
		Add a link
		
	
		Reference in a new issue
	
	 JFonS
						JFonS