Add comments at the top of each built-in shader to ease debugging

When a shader error is printed about a built-in shader, the origin
of the shader will now be recognizable immediately by looking at
the top of the printed shader code.
This commit is contained in:
Hugo Locurcio
2021-08-18 03:09:22 +02:00
parent b463ac747a
commit a139e58f8c
10 changed files with 38 additions and 0 deletions
@@ -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;
@@ -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;
@@ -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() {
@@ -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;
@@ -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() {