aboutsummaryrefslogtreecommitdiff
path: root/scene/resources/shader_graph.cpp
Commit message (Collapse)AuthorAgeFilesLines
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-121-1/+1
| | | | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games! (cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
* Expose light shadow color to canvas item shadersPedro J. Estébanez2016-09-181-0/+4
| | | | (cherry picked from commit 09608876258ffa7d19be1fb887541f3798fa945e)
* Automatically create input node when creating a ShaderGraphFranklin Sobrinho2016-03-141-5/+13
|
* Merge pull request #3136 from MarianoGnu/bug_fixingRémi Verschelde2016-01-061-2/+3
|\ | | | | Fix RGBA Uniform autogeneration in ShaderGraph
| * Fix RGBA Uniform autogeneration in ShaderGraph (fixes #2606)MarianoGNU2015-12-261-2/+3
| |
* | Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
| |
* | Fix wrong getters in ShaderGraphRémi Verschelde2015-12-281-6/+6
| |
* | replaced :var by :Variant in documentation, fixes #2897Juan Linietsky2015-12-141-1/+1
| |
* | Merge branch 'master' of https://github.com/okamstudio/godot into shadow_colorSaracen2015-11-181-6/+20
|\ \ | | | | | | | | | | | | Conflicts: drivers/gles2/shader_compiler_gles2.cpp
| * | Added ability to write directly to 4-dimensional position vector from within ↵Saracen2015-11-021-6/+20
| |/ | | | | | | custom vertex shader code. Bugfixes to shader graph code generation concerning xforms.
* / New shader feature: change the colour of shadows on a per-material basis.Saracen2015-11-081-0/+1
|/ | | | | Conflicts: drivers/gles2/shader_compiler_gles2.cpp
* Fix crash when using a Scalar Uniform node to GraphShaderMarianoGNU2015-10-171-4/+4
|
* Compile shaders using default values.Mariano Javier Suligoy2015-08-301-10/+77
|
* Edit default values. WARNING!!!Mariano Javier Suligoy2015-08-291-43/+107
| | | | Do not merge these changes, default values are not compiled into shaders yet!
* Little fix: don't create an empty undo/redo command when trying to add a ↵Mariano Javier Suligoy2015-07-251-0/+9
| | | | second Input GraphNode
* Duplicate GraphNode(s) [Control+D]Mariano Javier Suligoy2015-07-251-0/+41
|
* more fixesJuan Linietsky2015-05-191-1/+1
| | | | | | -only refuse to load an older file if version major is different, fixes #1944 -fix drive letter default value, fixes #1939
* -corrected frac() and hyperbolic sin,cos,tan when running on PC (GLSL120), ↵Juan Linietsky2015-05-041-1/+1
| | | | fixes #1775
* -vec3 uniforms should now work, fixes #1773Juan Linietsky2015-05-041-1/+1
|
* -made normalmaps easier in 2D, fixes #1467Juan Linietsky2015-04-271-0/+2
|
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
|
* fixed UV2 source in shader graph, closes #1633Juan Linietsky2015-04-121-2/+2
|
* -Fixes bug in ShaderGraph material, when uniform property is not used, fixes ↵Juan Linietsky2015-04-091-0/+3
| | | | #1634 and #1610
* fixed shader graph length node, fixes #1632Juan Linietsky2015-04-071-1/+1
|
* Beta1 Attempt #1Juan Linietsky2015-04-021-3/+12
| | | | | | | | | -=-==-=-=-=-=-=- -Small fixes in canvas item light shader -Fixed compilation in server target -Export for Android makes 32 bits display as default -changed version to 1.1beta1
* begin work on lighting system for 2DJuan Linietsky2015-01-221-1/+1
| | | | nothing functional yet, just experimenting with API
* Fixes to texscreen, fixes to white testcubeJuan Linietsky2015-01-201-2/+2
|
* Visual Shader Editing for 2DJuan Linietsky2015-01-201-1/+48
| | | | Editing 2D shaders with visual editor seems to work now.
* Color Ramp and Curve Map added to visual shader editing.Juan Linietsky2015-01-191-3/+320
| | | | | Added Color Ramp and Curve Map to shader nodes. Fixed an issue that crashed Godot Editor right when opened.
* -intentional breakage of shader graph to fix issues, existing graphs will be ↵Juan Linietsky2015-01-181-1/+19
| | | | broken, sorry :(
* 2D Rewrite Step [1]Juan Linietsky2015-01-101-3/+0
| | | | | | | | -=-=-=-=-=-=-=-=-=- -Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future). -Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order) -Removed OpenGL ES 1.x support. Good riddance!
* Fixes to GraphEdit:Juan Linietsky2015-01-081-22/+165
| | | | | | | | -Working area is bigger now, solves #1148 -Using Position now works, fixes #1141 -RGB ops now work, fixes #1139 -Missing bindings to GraphEdit and GraphNode added -Shader Graph Editor Shows errors on cyclic links and missing connections
* -Fixed matrix and vec+scalar multiplication issues, fixes #1143Juan Linietsky2015-01-071-8/+8
|
* -changed type of C component of vec interp, fixes #1144Juan Linietsky2015-01-071-1/+4
|
* -Visual Shader Editing Finished, PLEASE TEST!Juan Linietsky2015-01-071-73/+213
|
* -Work in progress visual shader editor *DOES NOT WORK YET*Juan Linietsky2015-01-031-726/+1473
|
* Fix some more incorrect bindingsGerold312014-10-261-2/+2
|
* Fixing Issues...Juan Linietsky2014-09-191-62/+227
| | | | | | | - #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows) - #676 (draw both tiles and octants in order from top to bottom, left to right ) - #686 (unicode escape sequences work now) - #702 (was not a bug, but a test was added to see if bodies went too far away)
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+862