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path: root/drivers/gles2/shader_compiler_gles2.cpp
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* A typo in ShaderCompilerGLES2 constructor code '==' used instead of '='nemerle2018-06-131-1/+1
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* Merge pull request #17421 from Chaosus/fixshaderbugsJuan Linietsky2018-04-081-3/+3
|\ | | | | Fix few bugs in shader definitions
| * Fix few bugs in shader definitionsChaosus2018-03-101-3/+3
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* | s/2017/2018/g for gles2, websocket, linux appdataPoommetee Ketson2018-03-211-2/+2
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* add GLES 2 renderer for 2Dkarroffel2018-03-011-0/+891
| | | | | | | | This commit adds a new rendering backend, GLES2, and adds a project setting to enable it. Currently this backend can only be used on the X11 platform, but integrating into other platforms is planned.
* Dead code tells no talesRémi Verschelde2017-08-271-939/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-513/+503
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Style: Various fixes to play nice with clang-formatRémi Verschelde2017-01-161-3/+6
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-9/+10
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* Type renames:Juan Linietsky2017-01-111-2/+2
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | 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!
* Expose light shadow color to canvas item shadersPedro J. Estébanez2016-09-071-0/+1
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Merge branch 'master' of https://github.com/okamstudio/godot into shadow_colorSaracen2015-11-181-108/+116
|\ | | | | | | | | Conflicts: drivers/gles2/shader_compiler_gles2.cpp
| * Added ability to write directly to 4-dimensional position vector from within ↵Saracen2015-11-021-108/+116
| | | | | | | | custom vertex shader code. Bugfixes to shader graph code generation concerning xforms.
* | New shader feature: change the colour of shadows on a per-material basis.Saracen2015-11-081-0/+6
|/ | | | | Conflicts: drivers/gles2/shader_compiler_gles2.cpp
* merged some stuff for okamJuan Linietsky2015-09-031-11/+11
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* -corrected frac() and hyperbolic sin,cos,tan when running on PC (GLSL120), ↵Juan Linietsky2015-05-041-4/+57
| | | | fixes #1775
* -made normalmaps easier in 2D, fixes #1467Juan Linietsky2015-04-271-0/+7
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Changes to LightJuan Linietsky2015-04-031-0/+8
| | | | | | | | -=-=-=-=-=-=-=-= -Changed material unshaded property for an enum, which supports light-only shading -Added a "Mix" shading mode, useful for using lights as masks -Added energy parameter to Light2D
* New Demo, Screen Space ShadersJuan Linietsky2015-03-101-0/+8
| | | | | -Fixes to screen space shaders. -Fixes to isometric light demo.
* lot of work on 2D lighting and isometric mapsJuan Linietsky2015-03-091-5/+12
| | | | | added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
* support for light and normal mapping in 2DJuan Linietsky2015-02-181-1/+6
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* fixed world vertex issues in canvas item shaderJuan Linietsky2015-01-211-7/+7
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* Visual Shader Editing for 2DJuan Linietsky2015-01-201-0/+7
| | | | Editing 2D shaders with visual editor seems to work now.
* Add missing shader function: refractsanikoyes2015-01-141-0/+1
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* -begin work on unidirectional collision detectionJuan Linietsky2015-01-131-1/+1
| | | | | -fixed performance issue in new 2D engine -texscreen() working in shader 2D
* -Initial working(?) implementation of shaders for 2D. Lighting still not ↵Juan Linietsky2015-01-121-3/+51
| | | | | | | there though. Check for reference: https://github.com/okamstudio/godot/wiki/shader
* 2D shader progressreduz2015-01-111-1/+1
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* -Initial (untested) implementation of 2D shaders. Probably broken, will be ↵Juan Linietsky2015-01-111-0/+40
| | | | | | fixed later. -fixed issue of opacity not working
* Fixes to GraphEdit:Juan Linietsky2015-01-081-0/+3
| | | | | | | | -Working area is bigger now, solves #1148 -Using Position now works, fixes #1141 -RGB ops now work, fixes #1139 -Missing bindings to GraphEdit and GraphNode added -Shader Graph Editor Shows errors on cyclic links and missing connections
* FixesJuan Linietsky2014-10-141-0/+1
| | | | | | | | | -=-=- -Fixed normalmap depth parameter -Fixes to DirAccess on Windows -Double click on resource dock will open them -Fixes to doc generator (should make github wiki on class list more up to date)
* ColladaJuan Linietsky2014-10-141-0/+9
| | | | | | | | | | | | -=-=-=- -Fixed some DAE import & export bugs -Changed Collada exporter to use the mesh loops API -Added tangent export to Collada exporter -Added triangulation option to Collada exporter -Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful. -Fixed some strange bug with kinematic bodies #776 -Fix release compilaiton issues #782
* CollisionPolygon (3D)Juan Linietsky2014-09-161-0/+4
| | | | Workaround for round() on PC.
* Little BitsJuan Linietsky2014-08-141-0/+26
| | | | | | | | -=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
* Small Issues & MaintenanceJuan Linietsky2014-08-011-0/+6
| | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -Begin work on Navigation Meshes (simple pathfinding for now, will improve soon) -More doc on theme overriding -Upgraded OpenSSL to version without bugs -Misc bugfixes
* Misc FixesJuan Linietsky2014-06-271-3/+44
| | | | | | | | | | | | ========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
* More 3D ImprovementsJuan Linietsky2014-05-291-0/+7
| | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= -Sprite3D and AnimatedSprite3D support. -Opaque pre-pass works, is compatible with shadows -Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc) -Added option to use alpha discard in FixedMaterial -Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale -Ability for Background (image or cubemap) to send to glow buffer -Dumb Deploy of clients now actually works in Android -Many Many rendering fixes, 3D is much more usable now.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+648