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path: root/drivers/gles3/shader_compiler_gles3.cpp
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* Merge pull request #17845 from JFonS/disable_spatial_shadowsJuan Linietsky2018-05-071-0/+1
|\ | | | | Added flag on SpatialMaterial to disable shadows
| * Added flag on SpatialMaterial to disable shadowsJFonS2018-03-291-0/+1
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* | Fixes canvas light shaders.Pieter-Jan Briers2018-04-131-3/+0
|/ | | | | | | | Fixes #16904 Restore more out functionality, fix built-ins. Requested changes, I think?
* using TIME in light shader enables uses_fragment_timekarroffel2018-02-071-7/+8
| | | | | | | | | | | | | | | The GLES3 shader compiler performs certain checks to enable or disable the usage of certain uniform variables (and with that the set-up of UBOs). If the `TIME` variable gets used inside the `vertex` function then the renderer knows that it has to insert that value into the UBO. The same applies to the `fragment` function. The `light` function gets executed inside the fragment shader for every light source that is relevant to the current pixel. If the `TIME` variable gets used in that function then it needs to be present in the fragment-UBO. The check for this was missing, so if a shader uses `TIME` inside `light` but not inside `fragment` then the uniform will not actually be set up.
* Fix mat2 alignmentbinbitten2018-01-121-2/+2
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* Fix mat2 alignmentJuan Linietsky2018-01-121-2/+4
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* Fix uniform alignment, closes #14962Juan Linietsky2018-01-121-4/+58
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* Shader Language: Fixes EXTRA_MATRIX undefined.AlmightyScientist2018-01-101-1/+1
| | | | Fixes #15453.
* Improve detection of variable writing in shader, fixes #15177Juan Linietsky2018-01-061-32/+30
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fix sidedness check in material. Also remove SIDE built-in.Juan Linietsky2017-12-261-1/+2
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* Fixes built-In "LIGHT" causing fragment compilation errorArnaud PEZEL2017-12-141-0/+1
| | | | Add a rename for shader LIGHT built-in, Fix bug #14537
* PropertyEditor: Filter out resource_local_to_sceneRémi Verschelde2017-12-101-1/+0
| | | | | This lets the empty "Global" category disappear again. Also silence a debug print.
* Added interpolation modifiers to shaderlangScayze2017-11-271-2/+13
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* Enable light shaders when light variables are usedGeorge Marques2017-11-141-0/+4
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* Merge pull request #12288 from tagcup/expose_viewport_sizeJuan Linietsky2017-10-301-1/+1
|\ | | | | Expose VIEWPORT_SIZE in shader language.
| * Expose VIEWPORT_SIZE in shader language.Ferenc Arn2017-10-261-1/+1
| | | | | | | | Fixes #11710.
* | Fix shader compiler typo gl_FrotFaceScayze2017-10-271-1/+1
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* | Revert "Rename Schlick GGX to GGX."Rémi Verschelde2017-10-231-1/+1
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* | Rename Schlick GGX to GGX.Ferenc Arn2017-10-211-1/+1
|/ | | | | | | | Schlick's approximation and GGX are orthogonal concepts. Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it. The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig.
* Fix render mode specular schlick ggxHiroshi Ogawa2017-10-141-0/+1
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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
| | | | [ci skip]
* 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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