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Use GDShader when referring to the Godot Shader Language #97298
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If the translations are going to be broken anyway, we should go over the changed docs for all the There is a PR godotengine/godot-docs#9338 to improve the text shader function descriptions that may be merged in the 4.4 cycle. If so, for all the VisualShaderNodes, we should actually link to those functions in the docs. (We should also wait for consensus in the proposal before making this change, as it involves more than just the editor.) |
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Addressed changes on Shader description and reverted editor name. |
I searched through the |
Found one more:
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Approving in principle, see the proposal for reasoning.
If I may add, the localization contributors may appreciate this too, as translating "the shader language" or "Godot shader language" consistently is somewhat tricky.
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The problem with starting from an informal name and formalizing it, as we're doing here, is that not everyone has the same idea of the current usage. When I made the proposal I definitely thought of "GDShader" as being the name of the language, similar to "GLSL". You can write a shader, in the language of GDShader, but you don't write "a GDShader". You don't talk about "GDShaders" plural. "In GDShader" is analogous to "In GDScript" or "In C#" or "In GLSL". In my mind this is the same convention as GDScript - you write a script in the GDScript language, but you don't write a GDScript. You don't talk about "GDScripts" plural, instead you use "GDScript files" or "scripts". (Or, maybe you do refer to "GDScripts", in one or two cases. So maybe I'm just wrong about this!) If these conventions are currently only loosely established, we can make them more firmly established by being careful with the wording used in the manual. I believe that the docs PR (godotengine/godot-docs#9984) does a good job of establishing that "GDShader" is the name of the shading language. In the docs, it would be a good idea to consistently use "a shader" for a single shader, and "GDShader" for the language. We definitely could establish that "a GDShader" is a single shader, written in the GDShader language, and you can have multiple "GDShaders". I can only speak for myself in saying that is not what I had in mind with the proposal. A table of official terminology that I would use:
An alternative set of official terminology, if "GDShader" can mean both the language and a file in the language:
Footnotes |
Changes as much instances I could find of ("the") "shader language", "Godot shading language" and "Godot Shader Language" into GDShader.
The extension for its files has already been
.gdshader
for a good time now, so I believe most people would assume this was already the name.Back in 3.x we had GDScript and VisualScript, so this gives us GDShader and VisualShader.
Closes godotengine/godot-proposals#4350
Closes godotengine/godot-proposals#10784