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* add GLES 2 renderer for 2Dkarroffel2018-03-0118-0/+4979
| | | | | | | | 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 Verschelde2017-08-276-2399/+0
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* Refactor 'treshold' to 'threshold'Poommetee Ketson2017-07-081-6/+5
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* Some changes to dual paraboloid envmap generation, fixes somme bleedingJuan Linietsky2017-07-051-11/+8
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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 Verschelde2017-01-142-6/+6
| | | | | 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.
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-022-3/+14
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Screen space reflection effectJuan Linietsky2016-11-291-0/+10
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| * -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
* | style: Various other PEP8 fixes in Python filesRémi Verschelde2016-11-011-5/+5
| | | | | | | | | | | | | | | | | | | | | | | | 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).
* | style: Start applying PEP8 to Python files, indentation issuesRémi Verschelde2016-11-011-5/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | SCsub: Add python shebang as a hint for syntax highlightingRémi Verschelde2016-10-171-0/+2
| | | | | | | | Also switch existing shebangs to "better" /usr/bin/env python.
* | drivers: Refactor SCsub and drop redundant env_drivers cloneRémi Verschelde2016-10-151-0/+2
|/ | | | | | | | | 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.
* Limit directional shadow draw distance, fixes #559, optimization (#1991)mookiexl2016-10-031-0/+12
| | | | * Shadow fadeout exponent hardcoded for now, should be user configurable. * optimization - skip shadows outside visible range
* Merge pull request #6414 from RandomShaper/improve-shader-shadowRémi Verschelde2016-09-172-4/+4
|\ | | | | Expose additional light/shadow properties to canvas item shaders
| * Rename misleading definePedro J. Estébanez2016-09-072-4/+4
| | | | | | | | 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.
* | Fix drivers coding for WinRTGeorge Marques2016-09-031-0/+4
|/ | | | | | | - 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.
* Ability to colourize baked lighting in real time.Saracen2016-02-061-1/+9
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* 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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* Merge branch 'master' of https://github.com/okamstudio/godot into shadow_colorSaracen2015-11-181-2/+0
|\ | | | | | | | | Conflicts: drivers/gles2/shader_compiler_gles2.cpp
| * Cosmetic fixes to SCons buildsystemRémi Verschelde2015-11-011-2/+0
| | | | | | | | | | | | - Removed trailing spaces - Made sure all indentation is done using tabs (fixes #39) - Potentially fixed an identation issue for openssl check
* | New shader feature: change the colour of shadows on a per-material basis.Saracen2015-11-081-0/+8
|/ | | | | Conflicts: drivers/gles2/shader_compiler_gles2.cpp
* 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 Linietsky2015-03-023-10/+176
| | | | | | | | | | 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 Linietsky2015-01-132-0/+2
| | | | | -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
* Small batch of fixesJuan Linietsky2014-12-151-1/+1
| | | | | | | -=-=-=-=-=-=-=-=-=-= -Fixed looping error in AudioStreamResampled -winrt port progress -fixes in material in ambient light
* Batch of BugfixesJuan Linietsky2014-12-071-1/+1
| | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=- -Fixed Export UV XForm (should work now). #923 -Fixed enforcement of limits in property editor. #919 -Fixed long-standing bug of export editings in script inheritance. #914, #859, #756 -Fixed horrible error reporting in shader language. #912 -Added kinematic collision with plane (please test well). #911 -Fixed double animation track insert when using 2D rigs. #904 -VKey updates offset parameter in sprite edition. #901 -Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down) -Avoid connection editor from overriding selected text. #897 -Fixed timer autostart. #876 -Fixed collision layers in 3D physics. #872 -Improved operators in shader #857 -Fixed ambient lighting bug #834 -Avoid editor from processing gamepad input #813 -Added not keyword #752 Please test!
* -Much improvement to baked light bakerJuan Linietsky2014-10-271-8/+36
| | | | | | | -Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
* FixesJuan Linietsky2014-10-141-1/+4
| | | | | | | | | -=-=- -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)
* fix view dependent problem in normal mappingromulox_x2014-10-141-1/+1
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* 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
* Little BitsJuan Linietsky2014-10-121-0/+10
| | | | | | | | | | | | | | | | | | | -=-=-=-=-=- -fix duplicate function bug when creating script callback in editor -fix bug where hiding lights does not work -fix 2D audio listener bug (romulox_x reported) -fix exported properties with inheritance bug -fix timer autostart (make it not work on editor) -reactivate first camara found if viewport runs out of active camera -option to hide gizmos in viewport -changed skeleton gizmo because it sucks -Make convex shapes using CollisionShape visible (use quickhull class) -fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it. -make a menu option to show SRGB in 3D editor views by default -make option to edit default light direction in viewport settings -make option to edit default ambient light in viewport settings -make software conversion of linear->RGB if hardware support not found
* missing fils from yesterday comit.Juan Linietsky2014-10-031-0/+20
| | | | | must have made some mistake with git, not sure why they were not sent..