aboutsummaryrefslogtreecommitdiff
path: root/drivers/gles3/shaders (follow)
Commit message (Collapse)AuthorAgeFilesLines
* Merge pull request #17845 from JFonS/disable_spatial_shadowsJuan Linietsky2018-05-071-0/+6
|\ | | | | Added flag on SpatialMaterial to disable shadows
| * Added flag on SpatialMaterial to disable shadowsJFonS2018-03-291-0/+6
| |
* | Added option to viewport to keep linear colorBastiaan Olij2018-05-061-0/+4
| |
* | Skeletal deform workingJuan Linietsky2018-05-041-31/+33
| |
* | Skeleton for 2D WIPJuan Linietsky2018-05-031-1/+55
| |
* | Fixes canvas light shaders.Pieter-Jan Briers2018-04-131-25/+34
|/ | | | | | | | Fixes #16904 Restore more out functionality, fix built-ins. Requested changes, I think?
* Fix typos in code and docs with codespellRémi Verschelde2018-01-181-1/+1
| | | | Using v1.11.0 from https://github.com/lucasdemarchi/codespell
* Fix copy shader in GLSL ES 3.0Leon Krause2018-01-151-1/+1
|
* Merge pull request #15636 from mrcdk/fix_canvas_lightRémi Verschelde2018-01-131-1/+1
|\ | | | | Set correct types on a couple variables inside light_compute in canvas.glsl
| * Set correct types on a couple variables inside the canvas.glslMrCdK2018-01-121-1/+1
| |
* | Fixed graphic artifact caused by anisotropic filterAndreaCatania2018-01-111-2/+2
| |
* | Clamp blend to fix screen space reflectionsBastiaan Olij2018-01-101-2/+2
| |
* | Fix shader compile error on Androidvolzhs2018-01-091-1/+1
|/ | | | | | **ERROR**: EffectBlurShaderGLES3: Fragment Program Compilation Failed: 23:191: S0001: Type mismatch, cannot convert from 'int' to 'float' At: drivers/gles3/shader_gles3.cpp:168:_display_error_with_code() - EffectBlurShaderGLES3: Fragment Program Compilation Failed:
* 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
|
* Some fixes to improve precision and speed on Android. Fixes precision issues ↵Juan Linietsky2018-01-021-2/+2
| | | | on Mali and PowerVR.
* 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
| |
* | Change skeleton processing to work on global coordinates, should help fix ↵Juan Linietsky2017-12-211-47/+45
| | | | | | | | many import problems from Blender, GLTF2, etc.
* | Fix pixel snap not being used in 3.0Guilherme Silva2017-12-191-1/+1
|/
* -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.
* Merge pull request #13424 from MillionOstrich/particles-pause-fixRémi Verschelde2017-12-091-1/+1
|\ | | | | Stop particles resetting on pause.
| * Stop particles resetting on pause.MillionOstrich2017-11-301-1/+1
| |
* | 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
| |
* | 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
| | | | | | | | 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
| |
* | 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.
* remove half_texpixel in canvas since no longer usedJuan Linietsky2017-11-121-1/+0
|
* Fixed a bug where clamp_uv was clamping one pixel short, stretching the last ↵Nathan Warden2017-11-111-1/+1
| | | | pixels.
* 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
| |
* | Partially undo #11807.Ferenc Arn2017-10-221-2/+2
| | | | | | | | Specular light at zero roughness needs some discussion. Until we do that, this fixes #12309.
* | Many fixes to SSAO, should be good now.Juan Linietsky2017-10-222-11/+33
| |
* | 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.