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path: root/drivers/gles2/shader_compiler_gles2.h
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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/+101
| | | | | | | | 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 Verschelde2017-08-271-134/+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 Verschelde2017-03-051-11/+9
| | | | | | | | | | | | | | | | | | | | | | | | 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
* 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!
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Merge pull request #2715 from SaracenOne/shader_fix_and_enhancementJuan Linietsky2015-11-181-0/+3
|\ | | | | Write to 4-dimensional position access and shader graph code generation fix.
| * Added ability to write directly to 4-dimensional position vector from within ↵Saracen2015-11-021-0/+3
| | | | | | | | custom vertex shader code. Bugfixes to shader graph code generation concerning xforms.
* | iOS compile fixes.Aren Villanueva2015-11-161-1/+1
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* -corrected frac() and hyperbolic sin,cos,tan when running on PC (GLSL120), ↵Juan Linietsky2015-05-041-0/+7
| | | | fixes #1775
* -made normalmaps easier in 2D, fixes #1467Juan Linietsky2015-04-271-0/+1
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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/+3
| | | | | | | | -=-=-=-=-=-=-=-= -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
* Visual Shader Editing for 2DJuan Linietsky2015-01-201-0/+3
| | | | Editing 2D shaders with visual editor seems to work now.
* -Initial working(?) implementation of shaders for 2D. Lighting still not ↵Juan Linietsky2015-01-121-0/+3
| | | | | | | there though. Check for reference: https://github.com/okamstudio/godot/wiki/shader
* -Initial (untested) implementation of 2D shaders. Probably broken, will be ↵Juan Linietsky2015-01-111-1/+4
| | | | | | fixed later. -fixed issue of opacity not working
* ColladaJuan Linietsky2014-10-141-0/+3
| | | | | | | | | | | | -=-=-=- -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
* Small Issues & MaintenanceJuan Linietsky2014-08-011-0/+3
| | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -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/+6
| | | | | | | | | | | | ========== -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/+1
| | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= -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/+102