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path: root/drivers/gles3/shader_compiler_gles3.cpp (follow)
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* Ability to set a custom FOV makes it possible to use sky on orthogonal view. ↵Juan Linietsky2017-09-291-2/+2
| | | | Closes #9186
* Fixes to light shaders, should work now..Juan Linietsky2017-09-271-0/+7
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* Added light affect parameter to baked AOJuan Linietsky2017-09-231-0/+2
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* Added proximity and distance fade to SpatialMaterialJuan Linietsky2017-09-211-0/+1
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* Style: Apply clang-format to @reduz's changesRémi Verschelde2017-09-131-11/+11
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* Added support for for, break and continue. Closes #10560, closes #10661Juan Linietsky2017-09-051-8/+39
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* Added transmission shader parameter.Juan Linietsky2017-09-031-2/+4
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* removed DISCARD built in variable, replaced by actual discard GLSL ↵Juan Linietsky2017-08-291-1/+3
| | | | instruction, fixes #9677
* Dead code tells no talesRémi Verschelde2017-08-271-2/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* -Restored Sprite3D to working function, fixes #2061, fixes #9738Juan Linietsky2017-08-081-0/+2
| | | | -Restored an alpha scissor property in Material
* Some adjustments to toon material to make it more flexibleJuan Linietsky2017-07-081-0/+1
| | | | Ability to also disable specular
* Added triplanar mapping, toon mode, and more specular modes for materials. ↵Juan Linietsky2017-07-081-0/+5
| | | | Added multipass support for materials.
* -Added triplanar mapping modesJuan Linietsky2017-07-081-3/+14
| | | | -Some fixes to shader lang
* -Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky2017-06-261-1/+3
| | | | -Fixded BackBuffercopy object
* Small fixes required to get platformer to work.Juan Linietsky2017-06-231-0/+1
| | | | Added back CanvasItemMaterial
* Add AT_LIGHT_PASS builtin to canvas shadersPedro J. Estébanez2017-06-151-0/+1
| | | | | | This one allows for complex shaders paired with a simple lighting shader to skip code that would otherwise be pointlessly (and wastefully) run during the light pass. Depending on your game (number of items and lights), this can yield some performance gain.
* -Added proper access to depth texture from shaderJuan Linietsky2017-06-071-0/+1
| | | | -Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
* -working SCREEN_TEXTURE, SCREEN_UV shader variablesJuan Linietsky2017-06-051-0/+5
| | | | | -Added refraction support for default material -Enabled BCS adjustments, as well as color correction.
* Added depth texture support (using parallax) to default material.Juan Linietsky2017-06-041-0/+5
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* subsurface scattering is fixed and working againJuan Linietsky2017-06-031-1/+1
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* Rework shading modes and change location of light shaderJuan Linietsky2017-06-011-0/+4
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* rewritten PBR implementation to make it friendlier with BlenderJuan Linietsky2017-05-311-0/+1
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* fix varying in 3.0 shaderPanPan2017-05-171-1/+1
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* Fix property warnings and hide some debug printsRémi Verschelde2017-04-231-1/+0
| | | | | | | | | | "ALL IS GOOD" was a lie. In particular, removes verbose "path not recognized" false positive. The actual logic is to (somewhat naively) check all ResourceFormatLoaders and to pick the first good match, so no need to warn about the formats that do not match the type hint.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-10/+66
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* Map POSITION to gl_FragCoord.xy for 2D shadersPedro J. Estébanez2017-03-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-320/+291
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Add a bunch of missing Godot headers in own filesRémi Verschelde2017-03-051-0/+29
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* Various fixes detected using PVS-Studio static analyzer.Thaer Razeq2017-02-281-0/+1
| | | | | | | - Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements
* Several bugfixes, improving the import workflowJuan Linietsky2017-02-061-0/+1
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* 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.
* WIP particle systemJuan Linietsky2017-01-011-1/+18
| | | | | | Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering
* Fixed many more bugs reported by ValgrindJuan Linietsky2016-12-231-0/+1
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* Subsurface scattering material param is now working!Juan Linietsky2016-12-021-2/+9
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* Huge amount of improvement in the material system. Materials should beJuan Linietsky2016-11-201-5/+46
| | | | a lot more complete and usable now.
* all light types and shadows are working, pending a lot of clean-upJuan Linietsky2016-11-091-1/+14
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* -Many many fixesJuan Linietsky2016-10-291-15/+73
| | | | -Gizmos work again
* PBR more or less working, still working on bringing gizmos backJuan Linietsky2016-10-271-4/+77
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* 2D Shaders are working again using the new syntax, though all is buggy in ↵Juan Linietsky2016-10-101-0/+528
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