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Shader language - enum hints for uniforms #8738
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wont this encourage the use of If statements? branching is discouraged in shaders |
@nunodonato Question is, do we make it smarter than user. Or there is no need to make interface for it harder to use, when somebody decides to use it. I'm usually against making interfaces smarter than user, but maybe I'm wrong in this case. :) We can always write in new shader tutorial to be aware of using |
@n-pigeon actually, you can do a sort of branching in shaders, but you shouldn't use ifs. Usually you mix() 2 variables based on a 3rd one which is the "conditional". I think @reduz said that the new shader language would also include a few helper functions to make comparing things easier. |
@nunodonato
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kicking to 3.1, low priority |
Feature and improvement proposals for the Godot Engine are now being discussed and reviewed in a dedicated Godot Improvement Proposals (GIP) (godotengine/godot-proposals) issue tracker. The GIP tracker has a detailed issue template designed so that proposals include all the relevant information to start a productive discussion and help the community assess the validity of the proposal for the engine. The main (godotengine/godot) tracker is now solely dedicated to bug reports and Pull Requests, enabling contributors to have a better focus on bug fixing work. Therefore, we are now closing all older feature proposals on the main issue tracker. If you are interested in this feature proposal, please open a new proposal on the GIP tracker following the given issue template (after checking that it doesn't exist already). Be sure to reference this closed issue if it includes any relevant discussion (which you are also encouraged to summarize in the new proposal). Thanks in advance! |
Godot 3.x
Would be great to have
enums
or something similar foruniforms
in shader lang.So it would be easier to add switchable functionality, instead documenting for user which
int
does what.The text was updated successfully, but these errors were encountered: