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path: root/drivers/gles3/shader_compiler_gles3.h
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* using TIME in light shader enables uses_fragment_timekarroffel2018-02-071-0/+1
| | | | | | | | | | | | | | | 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.
* Improve detection of variable writing in shader, fixes #15177Juan Linietsky2018-01-061-1/+1
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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!
* 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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* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-18/+11
| | | | | | | | | | | | | | | | | | | | | | | | 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/+28
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* Subsurface scattering material param is now working!Juan Linietsky2016-12-021-0/+1
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* all light types and shadows are working, pending a lot of clean-upJuan Linietsky2016-11-091-0/+7
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* -Many many fixesJuan Linietsky2016-10-291-0/+2
| | | | -Gizmos work again
* 2D Shaders are working again using the new syntax, though all is buggy in ↵Juan Linietsky2016-10-101-0/+67
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