diff --git a/editor/plugins/animation_player_editor_plugin.cpp b/editor/plugins/animation_player_editor_plugin.cpp index c4f67ffa5a6..830b010d01e 100644 --- a/editor/plugins/animation_player_editor_plugin.cpp +++ b/editor/plugins/animation_player_editor_plugin.cpp @@ -1738,6 +1738,8 @@ AnimationPlayerEditor::AnimationPlayerEditor(EditorNode *p_editor, AnimationPlay onion.capture.shader = Ref(memnew(Shader)); onion.capture.shader->set_code(R"( +// Animation editor onion skinning shader. + shader_type canvas_item; uniform vec4 bkg_color; diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp index d3821f2f812..291cafab2ba 100644 --- a/editor/plugins/node_3d_editor_plugin.cpp +++ b/editor/plugins/node_3d_editor_plugin.cpp @@ -5598,6 +5598,8 @@ void Node3DEditor::_init_indicators() { Ref 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 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 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; diff --git a/editor/plugins/texture_3d_editor_plugin.cpp b/editor/plugins/texture_3d_editor_plugin.cpp index 3bdf97647ac..bd1923f4ab9 100644 --- a/editor/plugins/texture_3d_editor_plugin.cpp +++ b/editor/plugins/texture_3d_editor_plugin.cpp @@ -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; diff --git a/editor/plugins/texture_layered_editor_plugin.cpp b/editor/plugins/texture_layered_editor_plugin.cpp index 4180eb73d91..424e018a47c 100644 --- a/editor/plugins/texture_layered_editor_plugin.cpp +++ b/editor/plugins/texture_layered_editor_plugin.cpp @@ -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; diff --git a/scene/gui/color_picker.cpp b/scene/gui/color_picker.cpp index 661e0dc6484..0dddb2b09a6 100644 --- a/scene/gui/color_picker.cpp +++ b/scene/gui/color_picker.cpp @@ -97,6 +97,8 @@ Ref 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; diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index be18a739892..a24860996c2 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -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; diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp index 735014a2ec9..04ad1a27240 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp @@ -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; diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp index f8aefdb29c9..3af50478544 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -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() { diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp index 9e85608f1e4..4165c3f7ba1 100644 --- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp @@ -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; diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp index 8cc20618fcc..14a5a010544 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp @@ -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() {