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path: root/drivers/gles3/shaders/canvas.glsl (follow)
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* Skeletal deform workingJuan Linietsky2018-05-041-31/+33
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* Skeleton for 2D WIPJuan Linietsky2018-05-031-1/+55
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* Fixes canvas light shaders.Pieter-Jan Briers2018-04-131-25/+34
| | | | | | | | Fixes #16904 Restore more out functionality, fix built-ins. Requested changes, I think?
* Set correct types on a couple variables inside the canvas.glslMrCdK2018-01-121-1/+1
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* Some fixes to improve precision and speed on Android. Fixes precision issues ↵Juan Linietsky2018-01-021-2/+2
| | | | on Mali and PowerVR.
* Fix pixel snap not being used in 3.0Guilherme Silva2017-12-191-1/+1
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* remove half_texpixel in canvas since no longer usedJuan Linietsky2017-11-121-1/+0
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* Fixed a bug where clamp_uv was clamping one pixel short, stretching the last ↵Nathan Warden2017-11-111-1/+1
| | | | pixels.
* Ability to set a custom FOV makes it possible to use sky on orthogonal view. ↵Juan Linietsky2017-09-291-5/+7
| | | | Closes #9186
* Fix frame selection in 2D particles, closes #10668Juan Linietsky2017-09-061-1/+1
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* Don't compare float to intHenrik Andersson2017-09-041-1/+1
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* add shadow_filter variant PCF7letheed2017-09-011-0/+14
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* Merge pull request #10417 from bojidar-bg/x-fix-tilemap-transposeRémi Verschelde2017-08-311-3/+6
|\ | | | | Implement texture UV transpose in the gles3 renderer
| * Implement texture UV transpose in the gles3 rendererBojidar Marinov2017-08-291-3/+6
| | | | | | | | Now tilemap rotations work again \o/
* | fix shadow filter pcf5 implemented as pcf7letheed2017-08-251-3/+0
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* Some fixes for shaders and WebGL2Fabio Alessandrelli2017-08-111-2/+2
| | | | | | Add padding to UBO data to be multiple of 16 bytes Add precision definition for samplers Replace texture2D (deprecated) with texture in shaders
* Fixed NinePatches not working on HTML5Robert Hernandez2017-06-281-1/+1
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* -Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky2017-06-261-4/+11
| | | | -Fixded BackBuffercopy object
* -Moved NinePatch to shader, saves a ton of draw calls rendering UIJuan Linietsky2017-06-211-0/+82
| | | | -Implemented missing stretch modes, now tile and tile fit work
* 2D GPU Particles working..Juan Linietsky2017-06-211-1/+43
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* Texture rect_region drawing now clamps UV to avoid bleeding. This avoids ↵Juan Linietsky2017-06-181-5/+23
| | | | scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
* Add normalmap support for drawing in all low level primitives. Only added ↵Juan Linietsky2017-06-171-17/+36
| | | | support in Sprite so far.
* TIME constant reverted to a single float, fixes #9123Juan Linietsky2017-06-161-2/+2
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* Merge pull request #9109 from RandomShaper/optimize-2d-lightingJuan Linietsky2017-06-141-0/+6
|\ | | | | Add AT_LIGHT_PASS builtin to canvas shaders
| * Add AT_LIGHT_PASS builtin to canvas shadersPedro J. Estébanez2017-06-151-0/+6
| | | | | | | | | | | | 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.
* | -Fixed occluder rendering, closes #8560Juan Linietsky2017-06-131-1/+1
|/ | | | -Ability to smooth out 2D shadow filters
* Rework shading modes and change location of light shaderJuan Linietsky2017-06-011-5/+13
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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.
* 2D Shaders are working again using the new syntax, though all is buggy in ↵Juan Linietsky2016-10-101-22/+50
| | | | general
* Begining of GLES3 renderer:Juan Linietsky2016-10-031-0/+428
-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