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path: root/drivers/gles3/shaders/scene.glsl (follow)
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* Added flag on SpatialMaterial to disable shadowsJFonS2018-03-291-0/+6
* Fixed graphic artifact caused by anisotropic filterAndreaCatania2018-01-111-2/+2
* Clamp blend to fix screen space reflectionsBastiaan Olij2018-01-101-2/+2
* properly blend interior and exterior ambient in reflection probes, fixes #14695Juan Linietsky2018-01-061-1/+1
* Use better initialization value for normalmap, fixes #14720Juan Linietsky2018-01-061-1/+1
* Fix dual paraboloid shadow maps, closes #14487Juan Linietsky2018-01-051-2/+1
* Fixed GIProbe blending, closes #15164Juan Linietsky2018-01-051-3/+3
* Merge pull request #14796 from AlmightyScientist/issue-14552Juan Linietsky2017-12-261-1/+1
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| * Shader Language: Fix Vertex Lighting artifacts.Enzo Nocera2017-12-181-1/+1
* | Fix sidedness check in material. Also remove SIDE built-in.Juan Linietsky2017-12-261-1/+1
* | Change skeleton processing to work on global coordinates, should help fix man...Juan Linietsky2017-12-211-47/+45
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* -Add lightmapperJuan Linietsky2017-12-141-12/+64
* Fix usage of signed type in skeleton shaderRémi Verschelde2017-12-101-5/+7
* After a lot of trial and error, i think rim lighting implementation is now pe...Juan Linietsky2017-12-081-6/+8
* Added small bit of bias depending on lenght for contact shadows, fixes #12726Juan Linietsky2017-12-071-1/+1
* Fixed rim lighting glitch, closes #13340, closes #13986Juan Linietsky2017-12-061-1/+1
* Disable invariant gl_Position to workaround Mesa bug 100316Rémi Verschelde2017-12-031-1/+3
* Properly take into consideration that VERTEX must be written to in opaque pre...Juan Linietsky2017-12-011-0/+2
* Merge pull request #13290 from Chaosus/projectionfixRémi Verschelde2017-11-261-5/+0
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| * Fixed invalid transform when skip_vertex_transform usedChaosus2017-11-261-5/+0
* | Fix shader compilation fail on Androidvolzhs2017-11-271-2/+2
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* -Fixed height fog (was broken)Juan Linietsky2017-11-251-1/+1
* Add viewport to the other SceneData struct.Ferenc Arn2017-10-301-0/+1
* Merge pull request #12288 from tagcup/expose_viewport_sizeJuan Linietsky2017-10-301-0/+2
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| * Expose VIEWPORT_SIZE in shader language.Ferenc Arn2017-10-261-0/+2
* | Revert "Rename Schlick GGX to GGX."Rémi Verschelde2017-10-231-3/+3
* | Partially undo #11807.Ferenc Arn2017-10-221-2/+2
* | Merge pull request #12297 from tagcup/clearcoat_fixRémi Verschelde2017-10-221-4/+6
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| * | Don't add clearcoat BRDF to specular light as-is.Ferenc Arn2017-10-211-4/+6
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* / Rename Schlick GGX to GGX.Ferenc Arn2017-10-211-3/+3
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* Corrections to #11807.Ferenc Arn2017-10-211-9/+9
* Merge pull request #11807 from tagcup/roughness_metallic_limiting_casesJuan Linietsky2017-10-211-48/+51
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| * Fix the condition when specular light calculation is avoided (should be rough...Ferenc Arn2017-10-111-48/+51
* | Fix render mode specular schlick ggxHiroshi Ogawa2017-10-141-5/+3
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* Fix anisotropic GGX D function, and introduce and use anistropic GGX G function.Ferenc Arn2017-10-091-18/+59
* Various clean ups and cosmetic changes in scene.glsl.Ferenc Arn2017-10-031-73/+74
* Merge pull request #11700 from tagcup/clearcoat_fixAndreas Haas2017-10-021-1/+7
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| * Fix clearcoat without Schlick-GGX specular.Ferenc Arn2017-09-291-1/+7
* | missing PI division on vertex shaderJuan Linietsky2017-10-021-1/+2
* | Slight proposed fixes to PBR.Juan Linietsky2017-10-011-2/+2
* | Using advise from Matias, left the 0-1 range for lights, divisiom by PI, and ...Juan Linietsky2017-10-011-7/+4
* | Switched Burley/Lambert, and restored diffuse term to 0-1 range for compatibi...Juan Linietsky2017-10-011-3/+6
* | Merge pull request #11694 from tagcup/lambert_normalizationJuan Linietsky2017-10-011-2/+2
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| * | Ensure that Lambert is energy conserving.Ferenc Arn2017-09-291-2/+2
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* | Add missing N.L factor to Burley's contribution to radiance.Ferenc Arn2017-10-011-1/+1
* | Fix environmental BRDF.Ferenc Arn2017-09-301-6/+7
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* Merge pull request #11672 from tagcup/fix_oren_nayarGilles Roudiere2017-09-291-2/+3
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| * Fix Oren-Nayar diffuse.Ferenc Arn2017-09-281-2/+3
* | Fixed typo: 'texure' to 'texture'Indah Sylvia2017-09-291-1/+1
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* Fixes to light shaders, should work now..Juan Linietsky2017-09-271-0/+4