Add .clang-format and use it to format shader files (#1249)

This commit is contained in:
Hugo Locurcio
2025-09-22 16:15:54 +02:00
committed by GitHub
parent aecf661c9c
commit 84eabb3cf7
20 changed files with 101 additions and 58 deletions

21
.clang-format Normal file
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@@ -0,0 +1,21 @@
BasedOnStyle: LLVM
AlignAfterOpenBracket: DontAlign
AlignOperands: DontAlign
AlignTrailingComments:
Kind: Never
OverEmptyLines: 0
AllowAllParametersOfDeclarationOnNextLine: false
AllowShortFunctionsOnASingleLine: Inline
BreakConstructorInitializers: AfterColon
ColumnLimit: 0
ContinuationIndentWidth: 8
IndentCaseLabels: true
IndentWidth: 4
InsertBraces: true
KeepEmptyLinesAtTheStartOfBlocks: false
RemoveSemicolon: true
SpacesInLineCommentPrefix:
Minimum: 0 # We want a minimum of 1 for comments, but allow 0 for disabled code.
Maximum: -1
TabWidth: 4
UseTab: Always

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@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/burano.jpg-bbae3c5a81f8b6300cd944219dbbbc05.c
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -25,6 +27,10 @@ mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false

View File

@@ -19,6 +19,8 @@ dest_files=["res://.godot/imported/filmgrain.png-8b1c9d8b22a2ffa8f94b1e004d5eddc
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -26,6 +28,10 @@ mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false

View File

@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/forest.jpg-f2ce28f12b0871a15d1e9ebfcd24b47f.c
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -25,6 +27,10 @@ mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false

View File

@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/mountains.jpg-fd51eb0e2a35878963804e860ef9d18
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -25,6 +27,10 @@ mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false

View File

@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/platformer.jpg-ce18350247a11c58497c7e0d8e3be2
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -25,6 +27,10 @@ mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false

View File

@@ -19,6 +19,8 @@ dest_files=["res://.godot/imported/vignette.png-993dbe0a69e475ef62cba692d80d947d
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -26,6 +28,10 @@ mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false

View File

@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/white.png-9cdc9524282ba2bce69b45edcd6ac827.ct
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -25,6 +27,10 @@ mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false

View File

@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/icon.webp-e94f9a68b0f625a567a797079e4d325f.ct
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -25,6 +27,10 @@ mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false

View File

@@ -15,7 +15,7 @@ config/description="Several examples of full screen 2D shader processing.
Many common full-res effects are implemented here for reference."
config/tags=PackedStringArray("2d", "demo", "official", "rendering", "shaders")
run/main_scene="res://screen_shaders.tscn"
config/features=PackedStringArray("4.4")
config/features=PackedStringArray("4.5")
config/icon="res://icon.webp"
[debug]

View File

@@ -1,7 +1,7 @@
shader_type canvas_item;
uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
uniform float amount: hint_range(0.0, 5.0);
uniform float amount : hint_range(0.0, 5.0);
void fragment() {
COLOR.rgb = textureLod(screen_texture, SCREEN_UV, amount).rgb;

View File

@@ -1,7 +1,7 @@
shader_type canvas_item;
uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
uniform vec4 base: source_color;
uniform vec4 base : source_color;
uniform sampler2D grain;
uniform float grain_strength = 0.3;
uniform sampler2D vignette;

View File

@@ -9,6 +9,6 @@ void fragment() {
float angle = length(rel) * rotation;
mat2 rot = mat2(vec2(cos(angle), -sin(angle)), vec2(sin(angle), cos(angle)));
rel = rot * rel;
uv = clamp(rel + vec2(0.5,0.5), vec2(0.0, 0.0), vec2(1.0, 1.0));
uv = clamp(rel + vec2(0.5, 0.5), vec2(0.0, 0.0), vec2(1.0, 1.0));
COLOR.rgb = textureLod(screen_texture, uv, 0.0).rgb;
}

View File

@@ -25,8 +25,7 @@ void fragment() {
vec3 rainbow = vec3(
0.5 + 0.5 * sin(t),
0.5 + 0.5 * sin(t + 2.0),
0.5 + 0.5 * sin(t + 4.0)
);
0.5 + 0.5 * sin(t + 4.0));
ALBEDO = rainbow;
ALPHA = 1.0;
} else {

View File

@@ -9,35 +9,28 @@ void fragment() {
// Draw base color
ALBEDO = my_color;
if (UV.y > 0.25)
{
if (UV.y > 0.25) {
// Draw gradient
float scale = UV.x * float(steps);
if (exponential_view)
{
if (exponential_view) {
scale = (scale * scale) / float(steps);
}
ALBEDO *= scale;
}
else
{
} else {
// Draw step separation bars
for (int i = 1; i < steps; i++)
{
for (int i = 1; i < steps; i++) {
float threshold = 0.002; // Bar size
float target = float(i);
if (exponential_view)
{
if (exponential_view) {
target = sqrt(float(i) * float(steps));
}
target = target / float(steps);
if (UV.x < target + threshold && UV.x > target - threshold)
{
if (UV.x < target + threshold && UV.x > target - threshold) {
ALBEDO = vec3(0); // Bars are colored black
}
}

View File

@@ -6,45 +6,33 @@ uniform bool exponential_view = true;
void fragment() {
float top_bar = 0.01;
if (UV.y >= top_bar)
{
if (UV.y >= top_bar) {
float padding = 0.002;
float y = (UV.y - top_bar - padding) / (1.0 - top_bar - padding * 2.0);
y = clamp(y, 0.0, 1.0);
float segments = 1.0 / 6.0;
vec3 col = vec3(0);
if (y < segments)
{
if (y < segments) {
col.r = 1.0;
col.g = y / segments;
col.b = 0.0;
}
else if (y < segments * 2.0)
{
} else if (y < segments * 2.0) {
col.r = (y - segments * 2.0) / -segments;
col.g = 1.0;
col.b = 0.0;
}
else if (y < segments * 3.0)
{
} else if (y < segments * 3.0) {
col.r = 0.0;
col.g = 1.0;
col.b = (y - segments * 2.0) / segments;
}
else if (y < segments * 4.0)
{
} else if (y < segments * 4.0) {
col.r = 0.0;
col.g = (y - segments * 4.0) / -segments;
col.b = 1.0;
}
else if (y < segments * 5.0)
{
} else if (y < segments * 5.0) {
col.r = (y - segments * 4.0) / segments;
col.g = 0.0;
col.b = 1.0;
}
else
{
} else {
col.r = 1.0;
col.g = 0.0;
col.b = (y - segments * 6.0) / -segments;
@@ -52,31 +40,25 @@ void fragment() {
float scale = UV.x * float(steps);
if (exponential_view)
{
if (exponential_view) {
scale = (scale * scale) / float(steps);
}
ALBEDO = col * scale;
}
else
{
} else {
ALBEDO = vec3(1.0);
// Draw step separation bars
for (int i = 1; i < steps; i++)
{
for (int i = 1; i < steps; i++) {
float threshold = 0.002; // Bar size
float target = float(i);
if (exponential_view)
{
if (exponential_view) {
target = sqrt(float(i) * float(steps));
}
target = target / float(steps);
if (UV.x < target + threshold && UV.x > target - threshold)
{
if (UV.x < target + threshold && UV.x > target - threshold) {
ALBEDO = vec3(0); // Bars are colored black
}
}

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@@ -1,14 +1,14 @@
shader_type canvas_item;
render_mode unshaded;
uniform vec2 viewport_size; // size in pixels of the viewport
uniform vec2 viewport_size; // size in pixels of the viewport
uniform sampler2D viewport1 : source_color;
uniform sampler2D viewport2 : source_color;
uniform bool split_active; // true: split screen, false: use view1
uniform vec2 player1_position; // position of player 1 un UV coordinates
uniform vec2 player2_position; // position of player 2 un UV coordinates
uniform float split_line_thickness : hint_range(0, 10, 0.1); // width of the split boder
uniform vec3 split_line_color : source_color; // color of the split border
uniform bool split_active; // true: split screen, false: use view1
uniform vec2 player1_position; // position of player 1 un UV coordinates
uniform vec2 player2_position; // position of player 2 un UV coordinates
uniform float split_line_thickness : hint_range(0, 10, 0.1); // width of the split boder
uniform vec3 split_line_color : source_color; // color of the split border
// from https://stackoverflow.com/questions/15276454/is-it-possible-to-draw-line-thickness-in-a-fragment-shader
float distance_to_line(vec2 p1, vec2 p2, vec2 point) {

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@@ -1,5 +1,5 @@
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,unshaded,depth_test_disabled;
render_mode blend_mix, depth_draw_opaque, cull_disabled, unshaded, depth_test_disabled;
uniform vec4 albedo : source_color;
void vertex() {

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@@ -5,5 +5,5 @@ uniform vec3 color : source_color = vec3(1.0, 1.0, 1.0);
void fragment() {
// Called for every pixel the material is visible on.
float dist = length(UV - vec2(0.5, 0.5));
COLOR.a = 1.0 - clamp(abs(0.4 - dist)/0.1, 0.0, 1.0);
COLOR.a = 1.0 - clamp(abs(0.4 - dist) / 0.1, 0.0, 1.0);
}

View File

@@ -1,5 +1,5 @@
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,unshaded,depth_test_disabled;
render_mode blend_mix, depth_draw_opaque, cull_disabled, unshaded, depth_test_disabled;
uniform vec4 albedo : source_color;
void vertex() {