Use GDShader when referring to the Godot Shader Language

This commit is contained in:
DeeJayLSP 2024-09-21 15:42:09 -03:00
parent e4e024ab88
commit 8144edba56
42 changed files with 92 additions and 92 deletions

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Shader" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A shader implemented in the Godot shading language.
A shader implemented in the GDShader language.
</brief_description>
<description>
A custom shader program implemented in the Godot shading language, saved with the [code].gdshader[/code] extension.
A custom shader program implemented in Godot's shading language, GDShader, saved with the [code].gdshader[/code] extension.
This class is used by a [ShaderMaterial] and allows you to write your own custom behavior for rendering visual items or updating particle information. For a detailed explanation and usage, please see the tutorials linked below.
</description>
<tutorials>

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</brief_description>
<description>
Has only one output port and no inputs.
Translated to [code skip-lint]bool[/code] in the shader language.
Translated to [code skip-lint]bool[/code] in the GDShader language.
</description>
<tutorials>
</tutorials>

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A boolean parameter to be used within the visual shader graph.
</brief_description>
<description>
Translated to [code]uniform bool[/code] in the shader language.
Translated to [code]uniform bool[/code] in the GDShader language.
</description>
<tutorials>
</tutorials>

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</brief_description>
<description>
Has two output ports representing RGB and alpha channels of [Color].
Translated to [code]vec3 rgb[/code] and [code]float alpha[/code] in the shader language.
Translated to [code]vec3 rgb[/code] and [code]float alpha[/code] in the GDShader language.
</description>
<tutorials>
</tutorials>

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A [Color] parameter to be used within the visual shader graph.
</brief_description>
<description>
Translated to [code]uniform vec4[/code] in the shader language.
Translated to [code]uniform vec4[/code] in the GDShader language.
</description>
<tutorials>
</tutorials>

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A [Cubemap] sampling node to be used within the visual shader graph.
</brief_description>
<description>
Translated to [code]texture(cubemap, vec3)[/code] in the shader language. Returns a color vector and alpha channel as scalar.
Translated to [code]texture(cubemap, vec3)[/code] in the GDShader language. Returns a color vector and alpha channel as scalar.
</description>
<tutorials>
</tutorials>

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A [Cubemap] parameter node to be used within the visual shader graph.
</brief_description>
<description>
Translated to [code]uniform samplerCube[/code] in the shader language. The output value can be used as port for [VisualShaderNodeCubemap].
Translated to [code]uniform samplerCube[/code] in the GDShader language. The output value can be used as port for [VisualShaderNodeCubemap].
</description>
<tutorials>
</tutorials>

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Calculates the determinant of a [Transform3D] within the visual shader graph.
</brief_description>
<description>
Translates to [code]determinant(x)[/code] in the shader language.
Translates to [code]determinant(x)[/code] in the GDShader language.
</description>
<tutorials>
</tutorials>

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Calculates a dot product of two vectors within the visual shader graph.
</brief_description>
<description>
Translates to [code]dot(a, b)[/code] in the shader language.
Translates to [code]dot(a, b)[/code] in the GDShader language.
</description>
<tutorials>
</tutorials>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeExpression" inherits="VisualShaderNodeGroupBase" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A custom visual shader graph expression written in Godot Shading Language.
A custom visual shader graph expression written in the GDShader language.
</brief_description>
<description>
Custom Godot Shading Language expression, with a custom number of input and output ports.
Custom GDShader expression, with a custom number of input and output ports.
The provided code is directly injected into the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), so it cannot be used to declare functions, varyings, uniforms, or global constants. See [VisualShaderNodeGlobalExpression] for such global definitions.
</description>
<tutorials>
</tutorials>
<members>
<member name="expression" type="String" setter="set_expression" getter="get_expression" default="&quot;&quot;">
An expression in Godot Shading Language, which will be injected at the start of the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), and thus cannot be used to declare functions, varyings, uniforms, or global constants.
An expression in the GDShader language, which will be injected at the start of the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), and thus cannot be used to declare functions, varyings, uniforms, or global constants.
</member>
</members>
</class>

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Returns the vector that points in the same direction as a reference vector within the visual shader graph.
</brief_description>
<description>
Translates to [code]faceforward(N, I, Nref)[/code] in the shader language. The function has three vector parameters: [code]N[/code], the vector to orient, [code]I[/code], the incident vector, and [code]Nref[/code], the reference vector. If the dot product of [code]I[/code] and [code]Nref[/code] is smaller than zero the return value is [code]N[/code]. Otherwise, [code]-N[/code] is returned.
Translates to [code]faceforward(N, I, Nref)[/code] in the GDShader language. The function has three vector parameters: [code]N[/code], the vector to orient, [code]I[/code], the incident vector, and [code]Nref[/code], the reference vector. If the dot product of [code]I[/code] and [code]Nref[/code] is smaller than zero the return value is [code]N[/code]. Otherwise, [code]-N[/code] is returned.
</description>
<tutorials>
</tutorials>

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A scalar floating-point constant to be used within the visual shader graph.
</brief_description>
<description>
Translated to [code skip-lint]float[/code] in the shader language.
Translated to [code skip-lint]float[/code] in the GDShader language.
</description>
<tutorials>
</tutorials>

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</members>
<constants>
<constant name="FUNC_SIN" value="0" enum="Function">
Returns the sine of the parameter. Translates to [code]sin(x)[/code] in the Godot Shader Language.
Returns the sine of the parameter. Translates to [code]sin(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_COS" value="1" enum="Function">
Returns the cosine of the parameter. Translates to [code]cos(x)[/code] in the Godot Shader Language.
Returns the cosine of the parameter. Translates to [code]cos(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_TAN" value="2" enum="Function">
Returns the tangent of the parameter. Translates to [code]tan(x)[/code] in the Godot Shader Language.
Returns the tangent of the parameter. Translates to [code]tan(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_ASIN" value="3" enum="Function">
Returns the arc-sine of the parameter. Translates to [code]asin(x)[/code] in the Godot Shader Language.
Returns the arc-sine of the parameter. Translates to [code]asin(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_ACOS" value="4" enum="Function">
Returns the arc-cosine of the parameter. Translates to [code]acos(x)[/code] in the Godot Shader Language.
Returns the arc-cosine of the parameter. Translates to [code]acos(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_ATAN" value="5" enum="Function">
Returns the arc-tangent of the parameter. Translates to [code]atan(x)[/code] in the Godot Shader Language.
Returns the arc-tangent of the parameter. Translates to [code]atan(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_SINH" value="6" enum="Function">
Returns the hyperbolic sine of the parameter. Translates to [code]sinh(x)[/code] in the Godot Shader Language.
Returns the hyperbolic sine of the parameter. Translates to [code]sinh(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_COSH" value="7" enum="Function">
Returns the hyperbolic cosine of the parameter. Translates to [code]cosh(x)[/code] in the Godot Shader Language.
Returns the hyperbolic cosine of the parameter. Translates to [code]cosh(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_TANH" value="8" enum="Function">
Returns the hyperbolic tangent of the parameter. Translates to [code]tanh(x)[/code] in the Godot Shader Language.
Returns the hyperbolic tangent of the parameter. Translates to [code]tanh(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_LOG" value="9" enum="Function">
Returns the natural logarithm of the parameter. Translates to [code]log(x)[/code] in the Godot Shader Language.
Returns the natural logarithm of the parameter. Translates to [code]log(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_EXP" value="10" enum="Function">
Returns the natural exponentiation of the parameter. Translates to [code]exp(x)[/code] in the Godot Shader Language.
Returns the natural exponentiation of the parameter. Translates to [code]exp(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_SQRT" value="11" enum="Function">
Returns the square root of the parameter. Translates to [code]sqrt(x)[/code] in the Godot Shader Language.
Returns the square root of the parameter. Translates to [code]sqrt(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_ABS" value="12" enum="Function">
Returns the absolute value of the parameter. Translates to [code]abs(x)[/code] in the Godot Shader Language.
Returns the absolute value of the parameter. Translates to [code]abs(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_SIGN" value="13" enum="Function">
Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in the Godot Shader Language.
Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_FLOOR" value="14" enum="Function">
Finds the nearest integer less than or equal to the parameter. Translates to [code]floor(x)[/code] in the Godot Shader Language.
Finds the nearest integer less than or equal to the parameter. Translates to [code]floor(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_ROUND" value="15" enum="Function">
Finds the nearest integer to the parameter. Translates to [code]round(x)[/code] in the Godot Shader Language.
Finds the nearest integer to the parameter. Translates to [code]round(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_CEIL" value="16" enum="Function">
Finds the nearest integer that is greater than or equal to the parameter. Translates to [code]ceil(x)[/code] in the Godot Shader Language.
Finds the nearest integer that is greater than or equal to the parameter. Translates to [code]ceil(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_FRACT" value="17" enum="Function">
Computes the fractional part of the argument. Translates to [code]fract(x)[/code] in the Godot Shader Language.
Computes the fractional part of the argument. Translates to [code]fract(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_SATURATE" value="18" enum="Function">
Clamps the value between [code]0.0[/code] and [code]1.0[/code] using [code]min(max(x, 0.0), 1.0)[/code].
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Negates the [code]x[/code] using [code]-(x)[/code].
</constant>
<constant name="FUNC_ACOSH" value="20" enum="Function">
Returns the arc-hyperbolic-cosine of the parameter. Translates to [code]acosh(x)[/code] in the Godot Shader Language.
Returns the arc-hyperbolic-cosine of the parameter. Translates to [code]acosh(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_ASINH" value="21" enum="Function">
Returns the arc-hyperbolic-sine of the parameter. Translates to [code]asinh(x)[/code] in the Godot Shader Language.
Returns the arc-hyperbolic-sine of the parameter. Translates to [code]asinh(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_ATANH" value="22" enum="Function">
Returns the arc-hyperbolic-tangent of the parameter. Translates to [code]atanh(x)[/code] in the Godot Shader Language.
Returns the arc-hyperbolic-tangent of the parameter. Translates to [code]atanh(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_DEGREES" value="23" enum="Function">
Convert a quantity in radians to degrees. Translates to [code]degrees(x)[/code] in the Godot Shader Language.
Convert a quantity in radians to degrees. Translates to [code]degrees(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_EXP2" value="24" enum="Function">
Returns 2 raised by the power of the parameter. Translates to [code]exp2(x)[/code] in the Godot Shader Language.
Returns 2 raised by the power of the parameter. Translates to [code]exp2(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_INVERSE_SQRT" value="25" enum="Function">
Returns the inverse of the square root of the parameter. Translates to [code]inversesqrt(x)[/code] in the Godot Shader Language.
Returns the inverse of the square root of the parameter. Translates to [code]inversesqrt(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_LOG2" value="26" enum="Function">
Returns the base 2 logarithm of the parameter. Translates to [code]log2(x)[/code] in the Godot Shader Language.
Returns the base 2 logarithm of the parameter. Translates to [code]log2(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_RADIANS" value="27" enum="Function">
Convert a quantity in degrees to radians. Translates to [code]radians(x)[/code] in the Godot Shader Language.
Convert a quantity in degrees to radians. Translates to [code]radians(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_RECIPROCAL" value="28" enum="Function">
Finds reciprocal value of dividing 1 by [code]x[/code] (i.e. [code]1 / x[/code]).
</constant>
<constant name="FUNC_ROUNDEVEN" value="29" enum="Function">
Finds the nearest even integer to the parameter. Translates to [code]roundEven(x)[/code] in the Godot Shader Language.
Finds the nearest even integer to the parameter. Translates to [code]roundEven(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_TRUNC" value="30" enum="Function">
Returns a value equal to the nearest integer to [code]x[/code] whose absolute value is not larger than the absolute value of [code]x[/code]. Translates to [code]trunc(x)[/code] in the Godot Shader Language.
Returns a value equal to the nearest integer to [code]x[/code] whose absolute value is not larger than the absolute value of [code]x[/code]. Translates to [code]trunc(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_ONEMINUS" value="31" enum="Function">
Subtracts scalar [code]x[/code] from 1 (i.e. [code]1 - x[/code]).

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Divides two numbers using [code]a / b[/code].
</constant>
<constant name="OP_MOD" value="4" enum="Operator">
Calculates the remainder of two numbers. Translates to [code]mod(a, b)[/code] in the Godot Shader Language.
Calculates the remainder of two numbers. Translates to [code]mod(a, b)[/code] in the GDShader language.
</constant>
<constant name="OP_POW" value="5" enum="Operator">
Raises the [code]a[/code] to the power of [code]b[/code]. Translates to [code]pow(a, b)[/code] in the Godot Shader Language.
Raises the [code]a[/code] to the power of [code]b[/code]. Translates to [code]pow(a, b)[/code] in the GDShader language.
</constant>
<constant name="OP_MAX" value="6" enum="Operator">
Returns the greater of two numbers. Translates to [code]max(a, b)[/code] in the Godot Shader Language.
Returns the greater of two numbers. Translates to [code]max(a, b)[/code] in the GDShader language.
</constant>
<constant name="OP_MIN" value="7" enum="Operator">
Returns the lesser of two numbers. Translates to [code]min(a, b)[/code] in the Godot Shader Language.
Returns the lesser of two numbers. Translates to [code]min(a, b)[/code] in the GDShader language.
</constant>
<constant name="OP_ATAN2" value="8" enum="Operator">
Returns the arc-tangent of the parameters. Translates to [code]atan(a, b)[/code] in the Godot Shader Language.
Returns the arc-tangent of the parameters. Translates to [code]atan(a, b)[/code] in the GDShader language.
</constant>
<constant name="OP_STEP" value="9" enum="Operator">
Generates a step function by comparing [code]b[/code](x) to [code]a[/code](edge). Returns 0.0 if [code]x[/code] is smaller than [code]edge[/code] and otherwise 1.0. Translates to [code]step(a, b)[/code] in the Godot Shader Language.
Generates a step function by comparing [code]b[/code](x) to [code]a[/code](edge). Returns 0.0 if [code]x[/code] is smaller than [code]edge[/code] and otherwise 1.0. Translates to [code]step(a, b)[/code] in the GDShader language.
</constant>
<constant name="OP_ENUM_SIZE" value="10" enum="Operator">
Represents the size of the [enum Operator] enum.

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A scalar float parameter to be used within the visual shader graph.
</brief_description>
<description>
Translated to [code]uniform float[/code] in the shader language.
Translated to [code]uniform float[/code] in the GDShader language.
</description>
<tutorials>
</tutorials>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeGlobalExpression" inherits="VisualShaderNodeExpression" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A custom global visual shader graph expression written in Godot Shading Language.
A custom global visual shader graph expression written in the GDShader language.
</brief_description>
<description>
Custom Godot Shader Language expression, which is placed on top of the generated shader. You can place various function definitions inside to call later in [VisualShaderNodeExpression]s (which are injected in the main shader functions). You can also declare varyings, uniforms and global constants.
Custom GDShader expression, which is placed on top of the generated shader. You can place various function definitions inside to call later in [VisualShaderNodeExpression]s (which are injected in the main shader functions). You can also declare varyings, uniforms and global constants.
</description>
<tutorials>
</tutorials>

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<method name="get_input_real_name" qualifiers="const">
<return type="String" />
<description>
Returns a translated name of the current constant in the Godot Shader Language. E.g. [code]"ALBEDO"[/code] if the [member input_name] equal to [code]"albedo"[/code].
Returns a translated name of the current constant in the GDShader language. E.g. [code]"ALBEDO"[/code] if the [member input_name] equal to [code]"albedo"[/code].
</description>
</method>
</methods>

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A scalar integer constant to be used within the visual shader graph.
</brief_description>
<description>
Translated to [code skip-lint]int[/code] in the shader language.
Translated to [code skip-lint]int[/code] in the GDShader language.
</description>
<tutorials>
</tutorials>

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</members>
<constants>
<constant name="FUNC_ABS" value="0" enum="Function">
Returns the absolute value of the parameter. Translates to [code]abs(x)[/code] in the Godot Shader Language.
Returns the absolute value of the parameter. Translates to [code]abs(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_NEGATE" value="1" enum="Function">
Negates the [code]x[/code] using [code]-(x)[/code].
</constant>
<constant name="FUNC_SIGN" value="2" enum="Function">
Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in the Godot Shader Language.
Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in the GDShader language.
</constant>
<constant name="FUNC_BITWISE_NOT" value="3" enum="Function">
Returns the result of bitwise [code]NOT[/code] operation on the integer. Translates to [code]~a[/code] in the Godot Shader Language.
Returns the result of bitwise [code]NOT[/code] operation on the integer. Translates to [code]~a[/code] in the GDShader language.
</constant>
<constant name="FUNC_MAX" value="4" enum="Function">
Represents the size of the [enum Function] enum.

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@ -30,25 +30,25 @@
Calculates the remainder of two numbers using [code]a % b[/code].
</constant>
<constant name="OP_MAX" value="5" enum="Operator">
Returns the greater of two numbers. Translates to [code]max(a, b)[/code] in the Godot Shader Language.
Returns the greater of two numbers. Translates to [code]max(a, b)[/code] in the GDShader language.
</constant>
<constant name="OP_MIN" value="6" enum="Operator">
Returns the lesser of two numbers. Translates to [code]max(a, b)[/code] in the Godot Shader Language.
Returns the lesser of two numbers. Translates to [code]max(a, b)[/code] in the GDShader language.
</constant>
<constant name="OP_BITWISE_AND" value="7" enum="Operator">
Returns the result of bitwise [code]AND[/code] operation on the integer. Translates to [code]a &amp; b[/code] in the Godot Shader Language.
Returns the result of bitwise [code]AND[/code] operation on the integer. Translates to [code]a &amp; b[/code] in the GDShader language.
</constant>
<constant name="OP_BITWISE_OR" value="8" enum="Operator">
Returns the result of bitwise [code]OR[/code] operation for two integers. Translates to [code]a | b[/code] in the Godot Shader Language.
Returns the result of bitwise [code]OR[/code] operation for two integers. Translates to [code]a | b[/code] in the GDShader language.
</constant>
<constant name="OP_BITWISE_XOR" value="9" enum="Operator">
Returns the result of bitwise [code]XOR[/code] operation for two integers. Translates to [code]a ^ b[/code] in the Godot Shader Language.
Returns the result of bitwise [code]XOR[/code] operation for two integers. Translates to [code]a ^ b[/code] in the GDShader language.
</constant>
<constant name="OP_BITWISE_LEFT_SHIFT" value="10" enum="Operator">
Returns the result of bitwise left shift operation on the integer. Translates to [code]a &lt;&lt; b[/code] in the Godot Shader Language.
Returns the result of bitwise left shift operation on the integer. Translates to [code]a &lt;&lt; b[/code] in the GDShader language.
</constant>
<constant name="OP_BITWISE_RIGHT_SHIFT" value="11" enum="Operator">
Returns the result of bitwise right shift operation on the integer. Translates to [code]a &gt;&gt; b[/code] in the Godot Shader Language.
Returns the result of bitwise right shift operation on the integer. Translates to [code]a &gt;&gt; b[/code] in the GDShader language.
</constant>
<constant name="OP_ENUM_SIZE" value="12" enum="Operator">
Represents the size of the [enum Operator] enum.

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Linearly interpolates between two values within the visual shader graph.
</brief_description>
<description>
Translates to [code]mix(a, b, weight)[/code] in the shader language.
Translates to [code]mix(a, b, weight)[/code] in the GDShader language.
</description>
<tutorials>
</tutorials>

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A function to convert an SDF (signed-distance field) to screen UV, to be used within the visual shader graph.
</brief_description>
<description>
Translates to [code]sdf_to_screen_uv(sdf_pos)[/code] in the shader language.
Translates to [code]sdf_to_screen_uv(sdf_pos)[/code] in the GDShader language.
</description>
<tutorials>
</tutorials>

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A function to convert screen UV to an SDF (signed-distance field), to be used within the visual shader graph.
</brief_description>
<description>
Translates to [code]screen_uv_to_sdf(uv)[/code] in the shader language. If the UV port isn't connected, [code]SCREEN_UV[/code] is used instead.
Translates to [code]screen_uv_to_sdf(uv)[/code] in the GDShader language. If the UV port isn't connected, [code]SCREEN_UV[/code] is used instead.
</description>
<tutorials>
</tutorials>

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Calculates a SmoothStep function within the visual shader graph.
</brief_description>
<description>
Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader language.
Translates to [code]smoothstep(edge0, edge1, x)[/code] in the GDShader language.
Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. Otherwise, the return value is interpolated between [code]0.0[/code] and [code]1.0[/code] using Hermite polynomials.
</description>
<tutorials>

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@ -4,7 +4,7 @@
Calculates a Step function within the visual shader graph.
</brief_description>
<description>
Translates to [code]step(edge, x)[/code] in the shader language.
Translates to [code]step(edge, x)[/code] in the GDShader language.
Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge[/code] and [code]1.0[/code] otherwise.
</description>
<tutorials>

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@ -4,7 +4,7 @@
A 2D texture uniform array to be used within the visual shader graph.
</brief_description>
<description>
Translated to [code]uniform sampler2DArray[/code] in the shader language.
Translated to [code]uniform sampler2DArray[/code] in the GDShader language.
</description>
<tutorials>
</tutorials>

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@ -4,7 +4,7 @@
Provides a 2D texture parameter within the visual shader graph.
</brief_description>
<description>
Translated to [code]uniform sampler2D[/code] in the shader language.
Translated to [code]uniform sampler2D[/code] in the GDShader language.
</description>
<tutorials>
</tutorials>

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@ -4,7 +4,7 @@
Provides a 3D texture parameter within the visual shader graph.
</brief_description>
<description>
Translated to [code]uniform sampler3D[/code] in the shader language.
Translated to [code]uniform sampler3D[/code] in the GDShader language.
</description>
<tutorials>
</tutorials>

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@ -4,7 +4,7 @@
Performs an SDF (signed-distance field) texture lookup within the visual shader graph.
</brief_description>
<description>
Translates to [code]texture_sdf(sdf_pos)[/code] in the shader language.
Translates to [code]texture_sdf(sdf_pos)[/code] in the GDShader language.
</description>
<tutorials>
</tutorials>

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@ -4,7 +4,7 @@
Performs an SDF (signed-distance field) normal texture lookup within the visual shader graph.
</brief_description>
<description>
Translates to [code]texture_sdf_normal(sdf_pos)[/code] in the shader language.
Translates to [code]texture_sdf_normal(sdf_pos)[/code] in the GDShader language.
</description>
<tutorials>
</tutorials>

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@ -4,7 +4,7 @@
A [Transform3D] parameter for use within the visual shader graph.
</brief_description>
<description>
Translated to [code]uniform mat4[/code] in the shader language.
Translated to [code]uniform mat4[/code] in the GDShader language.
</description>
<tutorials>
</tutorials>

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@ -4,7 +4,7 @@
An unsigned scalar integer constant to be used within the visual shader graph.
</brief_description>
<description>
Translated to [code]uint[/code] in the shader language.
Translated to [code]uint[/code] in the GDShader language.
</description>
<tutorials>
</tutorials>

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@ -18,7 +18,7 @@
Negates the [code]x[/code] using [code]-(x)[/code].
</constant>
<constant name="FUNC_BITWISE_NOT" value="1" enum="Function">
Returns the result of bitwise [code]NOT[/code] operation on the integer. Translates to [code]~a[/code] in the Godot Shader Language.
Returns the result of bitwise [code]NOT[/code] operation on the integer. Translates to [code]~a[/code] in the GDShader language.
</constant>
<constant name="FUNC_MAX" value="2" enum="Function">
Represents the size of the [enum Function] enum.

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@ -30,25 +30,25 @@
Calculates the remainder of two numbers using [code]a % b[/code].
</constant>
<constant name="OP_MAX" value="5" enum="Operator">
Returns the greater of two numbers. Translates to [code]max(a, b)[/code] in the Godot Shader Language.
Returns the greater of two numbers. Translates to [code]max(a, b)[/code] in the GDShader language.
</constant>
<constant name="OP_MIN" value="6" enum="Operator">
Returns the lesser of two numbers. Translates to [code]max(a, b)[/code] in the Godot Shader Language.
Returns the lesser of two numbers. Translates to [code]max(a, b)[/code] in the GDShader language.
</constant>
<constant name="OP_BITWISE_AND" value="7" enum="Operator">
Returns the result of bitwise [code]AND[/code] operation on the integer. Translates to [code]a &amp; b[/code] in the Godot Shader Language.
Returns the result of bitwise [code]AND[/code] operation on the integer. Translates to [code]a &amp; b[/code] in the GDShader language.
</constant>
<constant name="OP_BITWISE_OR" value="8" enum="Operator">
Returns the result of bitwise [code]OR[/code] operation for two integers. Translates to [code]a | b[/code] in the Godot Shader Language.
Returns the result of bitwise [code]OR[/code] operation for two integers. Translates to [code]a | b[/code] in the GDShader language.
</constant>
<constant name="OP_BITWISE_XOR" value="9" enum="Operator">
Returns the result of bitwise [code]XOR[/code] operation for two integers. Translates to [code]a ^ b[/code] in the Godot Shader Language.
Returns the result of bitwise [code]XOR[/code] operation for two integers. Translates to [code]a ^ b[/code] in the GDShader language.
</constant>
<constant name="OP_BITWISE_LEFT_SHIFT" value="10" enum="Operator">
Returns the result of bitwise left shift operation on the integer. Translates to [code]a &lt;&lt; b[/code] in the Godot Shader Language.
Returns the result of bitwise left shift operation on the integer. Translates to [code]a &lt;&lt; b[/code] in the GDShader language.
</constant>
<constant name="OP_BITWISE_RIGHT_SHIFT" value="11" enum="Operator">
Returns the result of bitwise right shift operation on the integer. Translates to [code]a &gt;&gt; b[/code] in the Godot Shader Language.
Returns the result of bitwise right shift operation on the integer. Translates to [code]a &gt;&gt; b[/code] in the GDShader language.
</constant>
<constant name="OP_ENUM_SIZE" value="12" enum="Operator">
Represents the size of the [enum Operator] enum.

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@ -4,7 +4,7 @@
A [Vector2] parameter to be used within the visual shader graph.
</brief_description>
<description>
Translated to [code]uniform vec2[/code] in the shader language.
Translated to [code]uniform vec2[/code] in the GDShader language.
</description>
<tutorials>
</tutorials>

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@ -4,7 +4,7 @@
A [Vector3] parameter to be used within the visual shader graph.
</brief_description>
<description>
Translated to [code]uniform vec3[/code] in the shader language.
Translated to [code]uniform vec3[/code] in the GDShader language.
</description>
<tutorials>
</tutorials>

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@ -4,7 +4,7 @@
A 4D vector parameter to be used within the visual shader graph.
</brief_description>
<description>
Translated to [code]uniform vec4[/code] in the shader language.
Translated to [code]uniform vec4[/code] in the GDShader language.
</description>
<tutorials>
</tutorials>

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@ -5,7 +5,7 @@
</brief_description>
<description>
Calculates distance from point represented by vector [code]p0[/code] to vector [code]p1[/code].
Translated to [code]distance(p0, p1)[/code] in the shader language.
Translated to [code]distance(p0, p1)[/code] in the GDShader language.
</description>
<tutorials>
</tutorials>

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@ -4,7 +4,7 @@
Returns the length of a [Vector3] within the visual shader graph.
</brief_description>
<description>
Translated to [code]length(p0)[/code] in the shader language.
Translated to [code]length(p0)[/code] in the GDShader language.
</description>
<tutorials>
</tutorials>

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@ -4,7 +4,7 @@
Returns the vector that points in the direction of refraction. For use within the visual shader graph.
</brief_description>
<description>
Translated to [code]refract(I, N, eta)[/code] in the shader language, where [code]I[/code] is the incident vector, [code]N[/code] is the normal vector and [code]eta[/code] is the ratio of the indices of the refraction.
Translated to [code]refract(I, N, eta)[/code] in the GDShader language, where [code]I[/code] is the incident vector, [code]N[/code] is the normal vector and [code]eta[/code] is the ratio of the indices of the refraction.
</description>
<tutorials>
</tutorials>

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@ -6815,7 +6815,7 @@ VisualShaderEditor::VisualShaderEditor() {
// INPUT
const String translation_gdsl = "\n\n" + TTR("Translated to '%s' in Godot Shading Language.");
const String translation_gdsl = "\n\n" + TTR("Translated to '%s' in the GDShader language.");
const String input_param_shader_modes = TTR("'%s' input parameter for all shader modes.") + translation_gdsl;
// NODE3D-FOR-ALL

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@ -378,7 +378,7 @@ void ShaderGlobalsEditor::_variable_added() {
ShaderLanguage::get_keyword_list(&keywords);
if (keywords.find(var) != nullptr || var == "script") {
EditorNode::get_singleton()->show_warning(vformat(TTR("Name '%s' is a reserved shader language keyword."), var));
EditorNode::get_singleton()->show_warning(vformat(TTR("Name '%s' is a reserved GDShader keyword."), var));
return;
}