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* Added flag on SpatialMaterial to disable shadowsJFonS2018-03-291-0/+6
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* Fixed graphic artifact caused by anisotropic filterAndreaCatania2018-01-111-2/+2
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* Clamp blend to fix screen space reflectionsBastiaan Olij2018-01-101-2/+2
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* properly blend interior and exterior ambient in reflection probes, fixes #14695Juan Linietsky2018-01-061-1/+1
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* Use better initialization value for normalmap, fixes #14720Juan Linietsky2018-01-061-1/+1
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* Fix dual paraboloid shadow maps, closes #14487Juan Linietsky2018-01-051-2/+1
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* Fixed GIProbe blending, closes #15164Juan Linietsky2018-01-051-3/+3
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* Merge pull request #14796 from AlmightyScientist/issue-14552Juan Linietsky2017-12-261-1/+1
|\ | | | | Shader Language: Fix Vertex Lighting artifacts.
| * Shader Language: Fix Vertex Lighting artifacts.Enzo Nocera2017-12-181-1/+1
| | | | | | | | | | | | | | | | - When using Direction Lighting along with Vertex Lighting, putting a SpatialMaterial Roughness to 1.0 causes artifacts to appear. (#14552) Fixes #14552.
* | Fix sidedness check in material. Also remove SIDE built-in.Juan Linietsky2017-12-261-1/+1
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* | Change skeleton processing to work on global coordinates, should help fix ↵Juan Linietsky2017-12-211-47/+45
|/ | | | many import problems from Blender, GLTF2, etc.
* -Add lightmapperJuan Linietsky2017-12-141-12/+64
| | | | | | -Fixes to unwrapper (remove degenerates), makes Thekla not crash -Added optional cancel button in EditorProgress -Added function to force processing of events (needed for cancel button)
* Fix usage of signed type in skeleton shaderRémi Verschelde2017-12-101-5/+7
| | | | | The resulting primitive is drawn as GL_UNSIGNED_SHORT, so uvec4 should be used. Fixes #12804.
* After a lot of trial and error, i think rim lighting implementation is now ↵Juan Linietsky2017-12-081-6/+8
| | | | perfect, closes #13986
* Added small bit of bias depending on lenght for contact shadows, fixes #12726Juan Linietsky2017-12-071-1/+1
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* Fixed rim lighting glitch, closes #13340, closes #13986Juan Linietsky2017-12-061-1/+1
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* Disable invariant gl_Position to workaround Mesa bug 100316Rémi Verschelde2017-12-031-1/+3
| | | | Fixes #13450, though it would be worth reverting if/when the Mesa bug is fixed.
* Properly take into consideration that VERTEX must be written to in opaque ↵Juan Linietsky2017-12-011-0/+2
| | | | pre pass, does some speed up to scenes using triplanar.
* Merge pull request #13290 from Chaosus/projectionfixRémi Verschelde2017-11-261-5/+0
|\ | | | | Fix invalid transform when skip_vertex_transform used
| * Fixed invalid transform when skip_vertex_transform usedChaosus2017-11-261-5/+0
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* | Fix shader compilation fail on Androidvolzhs2017-11-271-2/+2
|/ | | | | | | | Error message from logcat **ERROR**: SceneShaderGLES3: Fragment Program Compilation Failed: 50:471: S0032: no default precision defined for parameter 'probe' At: drivers/gles3/shader_gles3.cpp:167:_display_error_with_code() - SceneShaderGLES3: Fragment Program Compilation Failed:
* -Fixed height fog (was broken)Juan Linietsky2017-11-251-1/+1
| | | | -Make sure materials are named in OBJ importer, so they can be saved outside as resources.
* Add viewport to the other SceneData struct.Ferenc Arn2017-10-301-0/+1
| | | | This was missed in #12288.
* Merge pull request #12288 from tagcup/expose_viewport_sizeJuan Linietsky2017-10-301-0/+2
|\ | | | | Expose VIEWPORT_SIZE in shader language.
| * Expose VIEWPORT_SIZE in shader language.Ferenc Arn2017-10-261-0/+2
| | | | | | | | Fixes #11710.
* | Revert "Rename Schlick GGX to GGX."Rémi Verschelde2017-10-231-3/+3
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* | Partially undo #11807.Ferenc Arn2017-10-221-2/+2
| | | | | | | | Specular light at zero roughness needs some discussion. Until we do that, this fixes #12309.
* | Merge pull request #12297 from tagcup/clearcoat_fixRémi Verschelde2017-10-221-4/+6
|\ \ | | | | | | Don't add clearcoat BRDF to specular light as-is.
| * | Don't add clearcoat BRDF to specular light as-is.Ferenc Arn2017-10-211-4/+6
| |/ | | | | | | BRDF needs to be multiplied with N.L, the incoming light and attenuation. Also specular_blob_intensity should affect clearcoat.
* / Rename Schlick GGX to GGX.Ferenc Arn2017-10-211-3/+3
|/ | | | | | | | 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.
* Corrections to #11807.Ferenc Arn2017-10-211-9/+9
| | | | Added missing metallic parameter, also fixed a missed a case where wrong roughness condition was used.
* Merge pull request #11807 from tagcup/roughness_metallic_limiting_casesJuan Linietsky2017-10-211-48/+51
|\ | | | | Fix the condition when specular light calculation is avoided (should …
| * Fix the condition when specular light calculation is avoided (should be ↵Ferenc Arn2017-10-111-48/+51
| | | | | | | | | | | | roughness == 1). Also avoid calculating diffuse light calculation when metallic == 1, and test against clearcoat's own parameter to check whether to do clearcoat.
* | 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
| | | | | Also fixed isotropic GGX G function with Schlick approximation, and added a commented out version without the approximation. Added references.
* Various clean ups and cosmetic changes in scene.glsl.Ferenc Arn2017-10-031-73/+74
| | | | Use self-documenting names for variables which are otherwise confusing. Also avoid recalculating certain terms.
* Merge pull request #11700 from tagcup/clearcoat_fixAndreas Haas2017-10-021-1/+7
|\ | | | | Fix clearcoat without Schlick-GGX specular.
| * Fix clearcoat without Schlick-GGX specular.Ferenc Arn2017-09-291-1/+7
| | | | | | | | Fixes #11698.
* | missing PI division on vertex shaderJuan Linietsky2017-10-021-1/+2
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* | Slight proposed fixes to PBR.Juan Linietsky2017-10-011-2/+2
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* | Using advise from Matias, left the 0-1 range for lights, divisiom by PI, and ↵Juan Linietsky2017-10-011-7/+4
| | | | | | | | multiplied lights by PI internally.
* | Switched Burley/Lambert, and restored diffuse term to 0-1 range for ↵Juan Linietsky2017-10-011-3/+6
| | | | | | | | compatibility.
* | Merge pull request #11694 from tagcup/lambert_normalizationJuan Linietsky2017-10-011-2/+2
|\ \ | | | | | | Ensure that Lambert is energy conserving.
| * | Ensure that Lambert is energy conserving.Ferenc Arn2017-09-291-2/+2
| |/ | | | | | | Also remove the diffuse_color factor in Oren-Nayar (which was already taken care of below, oops).
* | Add missing N.L factor to Burley's contribution to radiance.Ferenc Arn2017-10-011-1/+1
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* | 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
|\ | | | | Fix Oren-Nayar diffuse.
| * Fix Oren-Nayar diffuse.Ferenc Arn2017-09-281-2/+3
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* | 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
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