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path: root/drivers/gles2/shaders/canvas.glsl (follow)
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* add GLES 2 renderer for 2Dkarroffel2018-03-011-0/+141
| | | | | | | | 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 Verschelde2017-08-271-391/+0
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* Add normalmap support for drawing in all low level primitives. Only added ↵Juan Linietsky2017-06-171-14/+5
| | | | support in Sprite so far.
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-1/+1
| | | | | 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.
* -Added ViewportContainer, this is the only way to make viewports show up in ↵Juan Linietsky2016-10-051-0/+1
| | | | | | | GUI now -2D editing now seems to work -Added some functions and refactoring to Viewport
* Begining of GLES3 renderer:Juan Linietsky2016-10-031-3/+3
| | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* Rename misleading definePedro J. Estébanez2016-09-071-2/+2
| | | | 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.
* Ability to use opacity on distance field textures, fixes #2148Juan Linietsky2016-01-021-1/+1
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* -New mask mode for lights, makes using masks MUCH easier.Juan Linietsky2015-12-081-10/+13
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* ability to change shadow color in light2dJuan Linietsky2015-06-241-1/+3
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* -made normalmaps easier in 2D, fixes #1467Juan Linietsky2015-04-271-0/+10
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* -fixed relative path saving to file, fixes #1694Juan Linietsky2015-04-181-1/+1
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* fix shadow issue with lights in mix mode, i think fixes #1611Juan Linietsky2015-04-031-1/+1
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* Changes to LightJuan Linietsky2015-04-031-2/+10
| | | | | | | | -=-=-=-=-=-=-=-= -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
* Beta1 Attempt #1Juan Linietsky2015-04-021-1/+1
| | | | | | | | | -=-==-=-=-=-=-=- -Small fixes in canvas item light shader -Fixed compilation in server target -Export for Android makes 32 bits display as default -changed version to 1.1beta1
* fix shadow attenuationJuan Linietsky2015-04-011-2/+1
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* fixes for light2d in androids that do not supportJuan Linietsky2015-03-311-20/+33
| | | | read depth
* fixes to shader to get most new demos working on mobilereduz2015-03-251-5/+5
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* signed distance field font supportJuan Linietsky2015-03-211-1/+9
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* lot of work on 2D lighting and isometric mapsJuan Linietsky2015-03-091-88/+92
| | | | | added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
* support for 2D shadow castersJuan Linietsky2015-03-021-10/+113
| | | | | | | | | | Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
* support for light and normal mapping in 2DJuan Linietsky2015-02-181-10/+52
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* Visual Shader Editing for 2DJuan Linietsky2015-01-201-3/+5
| | | | Editing 2D shaders with visual editor seems to work now.
* Color Ramp and Curve Map added to visual shader editing.Juan Linietsky2015-01-191-4/+5
| | | | | Added Color Ramp and Curve Map to shader nodes. Fixed an issue that crashed Godot Editor right when opened.
* -begin work on unidirectional collision detectionJuan Linietsky2015-01-131-0/+1
| | | | | -fixed performance issue in new 2D engine -texscreen() working in shader 2D
* -Initial working(?) implementation of shaders for 2D. Lighting still not ↵Juan Linietsky2015-01-121-0/+5
| | | | | | | there though. Check for reference: https://github.com/okamstudio/godot/wiki/shader
* -Initial (untested) implementation of 2D shaders. Probably broken, will be ↵Juan Linietsky2015-01-111-2/+128
| | | | | | fixed later. -fixed issue of opacity not working
* Making Godot Easier to Use..Juan Linietsky2014-05-241-0/+3
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -Auto indenter in code editor, this makes it much easier to paste external code. -Zoom in 2D viewport now uses the mouse pointer as reference. -Obscure hack to see where code/line of GDScript in C++ backtrace. -Fixed a bug where keys would get stuck on X11 if pressed simultaneously -Added Api on IP singleton to request local IPs. -Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+69