<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/drivers/gles2/shaders, branch 2.1.4-stable</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/drivers/gles2/shaders?h=2.1.4-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/drivers/gles2/shaders?h=2.1.4-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-06-15T13:12:43Z</updated>
<entry>
<title>Merge pull request #9100 from RandomShaper/optimize-2d-lighting-2.1</title>
<updated>2017-06-15T13:12:43Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-06-15T13:12:43Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=734045667dcd502373e5661c9c486111bcbc9a1b'/>
<id>urn:sha1:734045667dcd502373e5661c9c486111bcbc9a1b</id>
<content type='text'>
Add optimizing AT_LIGHT_PASS builtin to canvas shaders (2.1)</content>
</entry>
<entry>
<title>Add optimizing AT_LIGHT_PASS builtin to canvas shaders</title>
<updated>2017-06-15T00:03:25Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2017-06-09T17:19:43Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=184ef184209d42c06f04a5a3162bd76a1a184be0'/>
<id>urn:sha1:184ef184209d42c06f04a5a3162bd76a1a184be0</id>
<content type='text'>
This one allows for complex shaders paired with a simple lighting shader to skip code that would otherwise be pointlessly (and wastefully) run during the light pass.
You can use `if (AT_LIGHT_PASS) , negated or not, and that will be converted to a preprocessed #if when the shader is compiled.
Depending on your game (number of items and lights), this can be a *significant* performance gain, or at least avoids relying on the driver's optimizing abilities.
</content>
</entry>
<entry>
<title>Fix drivers coding for WinRT</title>
<updated>2017-06-07T14:36:00Z</updated>
<author>
<name>George Marques</name>
</author>
<published>2016-09-03T22:36:44Z</published>
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<id>urn:sha1:c51f54749f88cb7cce3a5b653f0df2cad1f64fe8</id>
<content type='text'>
- Add a proper function to retrieve IP addresses.
- Solve issues with Windows FileAccess and DirAccess to use the same code
  for WinRT.
- Add patches to the GLES2 rasterizer to workaround ANGLE issues.
</content>
</entry>
<entry>
<title>style: Various other PEP8 fixes in Python files</title>
<updated>2016-11-02T21:30:34Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-11-02T21:30:34Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=eaf803f71e19b1e1bf8fb4c8c36cf77d1ac064b3'/>
<id>urn:sha1:eaf803f71e19b1e1bf8fb4c8c36cf77d1ac064b3</id>
<content type='text'>
Done with `autopep8 --select=E7`, fixes:

- E701 - Put colon-separated compound statement on separate lines.
- E702 - Put semicolon-separated compound statement on separate lines.
- E703 - Put semicolon-separated compound statement on separate lines.
- E711 - Fix comparison with None.
- E712 - Fix (trivial case of) comparison with boolean.
- E713 - Fix (trivial case of) non-membership check.
- E721 - Fix various deprecated code (via lib2to3).
</content>
</entry>
<entry>
<title>style: Start applying PEP8 to Python files, indentation issues</title>
<updated>2016-11-02T21:26:55Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-11-02T21:26:55Z</published>
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<id>urn:sha1:561c1f17a12a42b8263ce7dd40d90e1e9633c1de</id>
<content type='text'>
Done with `autopep8 --select=E1`, fixes:

- E101 - Reindent all lines.
- E112 - Fix under-indented comments.
- E113 - Fix over-indented comments.
- E115 - Fix under-indented comments.
- E116 - Fix over-indented comments.
- E121 - Fix a badly indented line.
- E122 - Fix a badly indented line.
- E123 - Fix a badly indented line.
- E124 - Fix a badly indented line.
- E125 - Fix indentation undistinguish from the next logical line.
- E126 - Fix a badly indented line.
- E127 - Fix a badly indented line.
- E128 - Fix a badly indented line.
- E129 - Fix a badly indented line.
</content>
</entry>
<entry>
<title>SCsub: Add python shebang as a hint for syntax highlighting</title>
<updated>2016-10-30T13:51:34Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-10-17T06:50:25Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5a49e45d213d57f82892c04b94497b37e9fa6229'/>
<id>urn:sha1:5a49e45d213d57f82892c04b94497b37e9fa6229</id>
<content type='text'>
Also switch existing shebangs to "better" /usr/bin/env python.

(cherry picked from commit fc8ccd5b8c8b779bffd0f4d7f22f2f964c939163)
</content>
</entry>
<entry>
<title>drivers: Refactor SCsub and drop redundant env_drivers clone</title>
<updated>2016-10-30T13:51:34Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-10-15T10:39:28Z</published>
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<id>urn:sha1:aa1367595e6fc296fc42c95dfbf23f70de5528c2</id>
<content type='text'>
The reordering of the SConscript includes allows to ensure that
stuff like the builtin zlib headers will be available for libpng.

Also moved glew back into global env, otherwise windows seems
not to find it... Kind of shooting in the dark with this multi-env
setup.

(cherry picked from commit 248bc9159c0b515e3e276db644744161283881ef)
</content>
</entry>
<entry>
<title>Limit directional shadow draw distance, fixes #559, optimization (#1991)</title>
<updated>2016-10-09T15:33:20Z</updated>
<author>
<name>mookiexl</name>
</author>
<published>2016-10-03T10:28:32Z</published>
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<id>urn:sha1:f63b338e0fbc1aa505a3c72a93c48611425ab0c1</id>
<content type='text'>
* Shadow fadeout exponent hardcoded for now, should be user configurable.
* optimization - skip shadows outside visible range
(cherry picked from commit 0b12ebba1143888ee76302c33bbf67508717f42f)
</content>
</entry>
<entry>
<title>Rename misleading define</title>
<updated>2016-09-18T21:10:26Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2016-09-06T22:22:28Z</published>
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<id>urn:sha1:ffe5ecd67da9af157e7ddf5861a7c0d6ccc4ca30</id>
<content type='text'>
The macro USE_LIGHT_SHADOW_COLOR actually was being defined when the shader used SHADOW (the output shadow color), not the shadow color set for the light so it's better named USE_OUTPUT_SHADOW_COLOR. In 3D there's not that difference but renaming as well for consistency.

(cherry picked from commit b69e422af930ba6b6e539607e9c7cf0b962ee196)
</content>
</entry>
<entry>
<title>Ability to colourize baked lighting in real time.</title>
<updated>2016-02-06T18:03:20Z</updated>
<author>
<name>Saracen</name>
</author>
<published>2016-01-31T12:56:53Z</published>
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<id>urn:sha1:de5281c3989fd4071cf57e5b7bc0cbbc174524e8</id>
<content type='text'>
</content>
</entry>
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