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<title>godot.git/scene/resources/shader_graph.cpp, branch 2.1.2-stable</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org
</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom?h=2.1.2-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom?h=2.1.2-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-01-12T18:15:30Z</updated>
<entry>
<title>Welcome in 2017, dear changelog reader!</title>
<updated>2017-01-12T18:15:30Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-01T21:01:57Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=d8223ffa75f7028bb104001e7195233f335556f2'/>
<id>urn:sha1:d8223ffa75f7028bb104001e7195233f335556f2</id>
<content type='text'>
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
</content>
</entry>
<entry>
<title>Expose light shadow color to canvas item shaders</title>
<updated>2016-09-18T21:11:08Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2016-09-06T23:52:54Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=c44757c2b7344f9f30c445245fa490082b06c5a9'/>
<id>urn:sha1:c44757c2b7344f9f30c445245fa490082b06c5a9</id>
<content type='text'>
(cherry picked from commit 09608876258ffa7d19be1fb887541f3798fa945e)
</content>
</entry>
<entry>
<title>Automatically create input node when creating a ShaderGraph</title>
<updated>2016-03-14T18:24:12Z</updated>
<author>
<name>Franklin Sobrinho</name>
</author>
<published>2016-03-14T18:24:12Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5ee67ba498f7c556f92ed7d4d33afdda18f92ee8'/>
<id>urn:sha1:5ee67ba498f7c556f92ed7d4d33afdda18f92ee8</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Merge pull request #3136 from MarianoGnu/bug_fixing</title>
<updated>2016-01-06T20:10:48Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-01-06T20:10:48Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=c8849c0b7999ab0a0a767d49c0c080d2c984e1a7'/>
<id>urn:sha1:c8849c0b7999ab0a0a767d49c0c080d2c984e1a7</id>
<content type='text'>
Fix RGBA Uniform autogeneration in ShaderGraph</content>
</entry>
<entry>
<title>Update copyright to 2016 in headers</title>
<updated>2016-01-01T13:50:53Z</updated>
<author>
<name>George Marques</name>
</author>
<published>2016-01-01T13:50:53Z</published>
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<id>urn:sha1:5be9ff7b6715a661e85f99b108f96340de7ef435</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix wrong getters in ShaderGraph</title>
<updated>2015-12-28T00:42:22Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2015-12-28T00:42:22Z</published>
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<id>urn:sha1:fe46b2ac0c56b58fd9651d283cf1ec802e613646</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix RGBA Uniform autogeneration in ShaderGraph (fixes #2606)</title>
<updated>2015-12-26T13:44:54Z</updated>
<author>
<name>MarianoGNU</name>
</author>
<published>2015-12-25T21:49:14Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=df5c92c66eeed0d5b36c40d0ade0d6c5d42e7df7'/>
<id>urn:sha1:df5c92c66eeed0d5b36c40d0ade0d6c5d42e7df7</id>
<content type='text'>
</content>
</entry>
<entry>
<title>replaced :var by :Variant in documentation, fixes #2897</title>
<updated>2015-12-14T11:28:01Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-12-14T11:28:01Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f2183a5e09cc55a91b550f0d8f45b45a93d82b29'/>
<id>urn:sha1:f2183a5e09cc55a91b550f0d8f45b45a93d82b29</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Merge branch 'master' of https://github.com/okamstudio/godot into shadow_color</title>
<updated>2015-11-18T23:18:10Z</updated>
<author>
<name>Saracen</name>
</author>
<published>2015-11-18T23:18:10Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=dd00452997122029dd2f74a278574d781fd2bf5f'/>
<id>urn:sha1:dd00452997122029dd2f74a278574d781fd2bf5f</id>
<content type='text'>
Conflicts:
	drivers/gles2/shader_compiler_gles2.cpp
</content>
</entry>
<entry>
<title>New shader feature: change the colour of shadows on a per-material basis.</title>
<updated>2015-11-08T03:54:55Z</updated>
<author>
<name>Saracen</name>
</author>
<published>2015-11-08T03:21:06Z</published>
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<id>urn:sha1:c1d19ad258139c73e7aa81cf6e1fbd99e1bfe38b</id>
<content type='text'>
Conflicts:
	drivers/gles2/shader_compiler_gles2.cpp
</content>
</entry>
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