Merge pull request #51821 from Calinou/builtin-shaders-add-comments

Add comments at the top of each built-in shader to ease debugging
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JFonS 2021-08-25 11:37:57 +02:00 committed by GitHub
commit c334989e00
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GPG key ID: 4AEE18F83AFDEB23
10 changed files with 38 additions and 0 deletions

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@ -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;

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@ -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;

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@ -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;

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@ -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;

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@ -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;

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@ -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;

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@ -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;

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@ -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() {

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@ -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;

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@ -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() {