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* | 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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* | Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-072-22/+12
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* | Style: Apply clang-format again on all filesRémi Verschelde2017-12-071-1/+1
| | | | | | | | | | Fixes issues introduced by newer clang-format versions or commits pushed directly without using the clang-format pre-commit hook.
* | Fixed rim lighting glitch, closes #13340, closes #13986Juan Linietsky2017-12-061-1/+1
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* | Improve slang, especially in user-visible partsUnknown2017-12-051-3/+3
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* | -Implemented Proxy Textures (needed to solve the problem with ViewportTexture)Juan Linietsky2017-12-044-8/+50
| | | | | | | | -Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D)
* | 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.
* | small fix so shadows dont need to use a separate material for world vertex ↵Juan Linietsky2017-12-012-19/+17
| | | | | | | | coords (more perf)
* | Properly take into consideration that VERTEX must be written to in opaque ↵Juan Linietsky2017-12-015-6/+35
|/ | | | 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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* | Merge pull request #13264 from zatherz/feature/projectsettings_limitsJuan Linietsky2017-11-261-1/+2
|\ \ | | | | | | Add range to anisotropic filter level
| * | Add range to anisotropic filter level (1 to 16 with integer steps)Zatherz2017-11-251-1/+2
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* | | Merge pull request #13277 from DoctorAlpaca/masterJuan Linietsky2017-11-261-6/+2
|\ \ \ | | | | | | | | Fix particle preprocessing
| * | | Fix particle preprocessing. Fixes #12460.Eric Wiltfang2017-11-251-6/+2
| |/ / | | | | | | | | | | | | | | | | | | | | | Remove an incorrect check likely left over from copying from the normal fixed_fps update case. Also makes sure that the preprocessing_time is always fully simulated, rather overshooting the mark than stopping early.
* | | Merge pull request #12572 from RandomShaper/onion-skinningJuan Linietsky2017-11-262-3/+6
|\ \ \ | | | | | | | | Onion skinning
| * | | Add ability to opt-out buffer swapping in `VS::draw()`Pedro J. Estébanez2017-11-252-3/+6
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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.
* | Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky2017-11-254-13/+13
|/ | | | | | wrong function, leading to unnecesary copy on writes and reduced performance.
* Ability to change indirect light energy.Juan Linietsky2017-11-191-0/+1
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* Merge pull request #13051 from akien-mga/check-gles3-supportRémi Verschelde2017-11-201-23/+16
|\ | | | | Check whether GL context supports the expected API
| * Check whether GL context supports the expected APIRémi Verschelde2017-11-191-23/+16
| | | | | | | | | | I couldn't test it yet myself (GPU supports GL 4.5), so we'll need to see if it behaves as expected on systems that don't support OpenGL 3.3 or GL ES 3.0.
* | Cleanup old references to GLES2 rendererRémi Verschelde2017-11-191-62/+0
|/ | | | | | | | | There are still some left in the Android Java code, even stuff to swap between GLES1 and GLES2 support from early Godot days... would be good to see some cleanup there too one day. The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported. It can be readded when GLES 2.0 support comes back. Fixes #13004.
* Merge pull request #12982 from tagcup/aabb_renameRémi Verschelde2017-11-172-78/+86
|\ | | | | Rename Rect3 to AABB.
| * Rename Rect3 to AABB.Ferenc Arn2017-11-172-78/+86
| | | | | | | | Fixes #12973.
* | Merge pull request #12924 from vnen/light-shaderJuan Linietsky2017-11-171-0/+4
|\ \ | | | | | | Enable light shaders when light variables are used
| * | Enable light shaders when light variables are usedGeorge Marques2017-11-141-0/+4
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* | | Fix alpha dithering in viewports with TransparentBg=false and Usage=2D, ↵andrzej.buczynski2017-11-171-0/+1
| |/ |/| | | | | issue #11416
* | Ability to update parts of an array, and set arrays as dynamic drawJuan Linietsky2017-11-142-1/+19
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* Do not enable light if atlas size is 0, closes #9335Juan Linietsky2017-11-131-2/+2
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* Disable OpenGL warnings unless running with -v, closes #7171Juan Linietsky2017-11-131-3/+5
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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.
* Remove get_default_video_mode definition on OSX/iOSRémi Verschelde2017-11-091-2/+2
| | | | | | | | It had been missed in d09160a8b67fdc60e8108962c4e9bd4c0bc7f13e and broke compilation for those platforms. Took the opportunity to run clang-format on the code base to fix some corner cases that went through our static tests/were overlooked recently.
* Remove performance warnings, closes #11585Juan Linietsky2017-11-061-0/+3
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* 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 Linietsky2017-10-304-4/+9
|\ | | | | Expose VIEWPORT_SIZE in shader language.
| * Expose VIEWPORT_SIZE in shader language.Ferenc Arn2017-10-264-4/+9
| | | | | | | | Fixes #11710.
* | Fix shader compiler typo gl_FrotFaceScayze2017-10-271-1/+1
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* | Revert "Rename Schlick GGX to GGX."Rémi Verschelde2017-10-232-4/+4
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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.
* | Many fixes to SSAO, should be good now.Juan Linietsky2017-10-224-21/+59
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* | 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 Arn2017-10-212-4/+4
|/ | | | | | | | 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.