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path: root/servers/visual/shader_language.cpp
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* Fix return type of isnan and isinf in the shader languageOliver Rausch2018-06-011-6/+6
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* Fix bad operator check in `ShaderLanguage::_validate_assign`nemerle2018-05-161-1/+1
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* Merge pull request #18533 from JFonS/fix_shader_compileJuan Linietsky2018-05-071-3/+43
|\ | | | | Fix vector reduction in shader language
| * Fix vector reduction in shader languageJFonS2018-05-071-3/+43
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* | Merge pull request #18321 from Crazy-P/Fixes-logically-dead-codeRémi Verschelde2018-05-011-10/+5
|\ \ | |/ |/| Fixes logically dead code (Coverity)
| * Fixes logically dead code (Coverity)Crazy-P2018-04-211-10/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Fixes reported logically dead codes by Coverity * image.cpp: Doesn't really need any modification. But to remove the bug report then we have to move the MAX call away from the for loop statement. * rasterizer_gles3.cpp: Removes unnecessary elif condition since it is checked earlier in the function * collada.cpp: If stamement never reached due to macro ERR_CONTINUE does the same. * navigation_mesh.cpp: Variables should always be null - however, also checked for the very same condition in their function call. Leaving this for review (whether the function call is necessary or not) * path_editor_plugin.cpp: If cancel is true, then it should restore the edited value to the original provided. http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle * spatial_editor_gizmos.cpp: the very condition of i >= 3 is predetermined in the if case right before it. Thus case 1 is always '1' and case 2 is always '-1' * grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp * voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp * visual_server.cpp: Same as above in spatial_editor_gizmos.cpp * visual_script_expression.cpp: char '-' is already true in the switch case mechanism. Thus it can never reach to default case. * particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking right before the switch execution. * shader_language.cpp: Invalid index is handled in switch default case. `type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`) Fixes the "always false problem" in TODO comment.
* | Change ".." punctuation for "..." in editor strings (#16507)Hugo Locurcio2018-04-221-5/+5
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* Fix typos in shader_language.cppPoommetee Ketson2018-04-171-3/+3
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* Removed redundant abs shader builtinChaosus2018-03-281-5/+0
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* Hinted shader uniforms can have a default valueJFonS2018-03-151-20/+21
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* Fix invalid mix function overloadChaosus2018-03-101-1/+1
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* Make the shader token names consistent.Saracen2018-03-071-0/+3
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* Fix floatBitsToUint functionChaosus2018-03-031-4/+4
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* Revert "Handle single-argument constructors in uniform default values"Juan Linietsky2018-02-201-54/+0
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* Merge pull request #15985 from Nallebeorn/uniforms-single-argument-constructorsRémi Verschelde2018-02-201-0/+54
|\ | | | | Handle single-argument constructors in uniform default values
| * Handle single-argument constructors in shaders.Benjamin2018-01-221-0/+54
| | | | | | | | Expand these (fill vectors, fill matrix diagonals) in _reduce_expression() so they're handled properly even as uniform default values (where they previously caused a crash).
* | Added missing shader functionsChaosus2018-02-181-0/+38
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Fix premature declaration of shader variables created with assignmentbinbitten2018-01-031-3/+3
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* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fixed wrong highlighted line when erroring and using single-line comments, ↵binbitten2017-12-291-0/+1
| | | | fixes #15167
* Cleanup some #if 0'd codeRémi Verschelde2017-12-171-56/+0
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* Shader Language: Add in-for declared variables within for-block scope.Enzo Nocera2017-12-171-1/+1
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* Made built-in identifiers properly constant in shaders. Fixes #14449, closes ↵Juan Linietsky2017-12-151-11/+68
| | | | #14629
* Added interpolation modifiers to shaderlangScayze2017-11-271-0/+28
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* Added overloads of vector parameters for shader Trig functions.RaXaR2017-11-271-0/+39
| | | | | Ammend: Removed whitespace from blank lines. Ammend2: Removed extra spaces in an attempt to make Clang happy. :)
* Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky2017-11-251-1/+1
| | | | | | wrong function, leading to unnecesary copy on writes and reduced performance.
* Rename two-parameter arc-tangent function to atan in shader language, as it ↵Ferenc Arn2017-11-231-1/+1
| | | | | | is in GLSL. Fixes #13214.
* Fix crash in shader parsingPedro J. Estébanez2017-10-161-0/+2
| | | | | | ...that would happen if incorrect syntax was found just after an opening square bracket. Fixes #12046.
* Fixes to light shaders, should work now..Juan Linietsky2017-09-271-2/+0
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* Discarding now works in shadersDaniel Doran2017-09-241-0/+5
| | | | | | "discard" has been added to the list of recognised keywords. A flag specifing when discarding is allowed is now set correctly.
* Add inversesqrt to shader language.Ferenc Arn2017-09-211-0/+4
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* Fix unused variable warningsHein-Pieter van Braam2017-09-081-15/+10
| | | | The forth in my quest to make Godot 3.x compile with -Werror on GCC7
* Added support for for, break and continue. Closes #10560, closes #10661Juan Linietsky2017-09-051-14/+122
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* Fix typos 'a' and 'an'Poommetee Ketson2017-09-021-1/+1
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* Fix use of unitialized variablesHein-Pieter van Braam2017-09-021-1/+1
| | | | The second in my quest to make Godot 3.x compile with -Werror on GCC7
* Fix typo 'begining' to 'beginning'Poommetee Ketson2017-09-011-1/+1
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* Revert "Fix shader function calls being assignable"Rémi Verschelde2017-08-311-6/+0
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* removed DISCARD built in variable, replaced by actual discard GLSL ↵Juan Linietsky2017-08-291-6/+35
| | | | instruction, fixes #9677
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Fix shader function calls being assignableMason Ashbridge2017-08-231-0/+6
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* property validate assignment condition in new variables, fixes #9411Juan Linietsky2017-08-201-1/+7
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* Shader: Fix typo in "facefordward"Rémi Verschelde2017-08-171-3/+3
| | | | Fixes #10399.
* -Added triplanar mapping modesJuan Linietsky2017-07-081-3/+0
| | | | -Some fixes to shader lang
* -Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to ↵Juan Linietsky2017-06-171-2/+4
| | | | | | | | make it more GLSL compatible -Fixed referencing of world_transform in fragment shader not working -Fixed unsycn bug related to getting shader param list from the server -Fixed getting all textures from shader properly, fixes #8353
* Added depth texture support (using parallax) to default material.Juan Linietsky2017-06-041-1/+32
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* Fix get_shader_type index upper boundCarter Anderson2017-05-011-1/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-45/+309
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* Fix typos in source code using codespellRémi Verschelde2017-03-241-3/+3
| | | | From https://github.com/lucasdemarchi/codespell