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path: root/servers/visual/shader_language.cpp (follow)
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* Rename two-parameter arc-tangent function to atan in shader language, as it ↵Ferenc Arn2017-11-231-1/+1
| | | | | | is in GLSL. Fixes #13214.
* Fix crash in shader parsingPedro J. Estébanez2017-10-161-0/+2
| | | | | | ...that would happen if incorrect syntax was found just after an opening square bracket. Fixes #12046.
* Fixes to light shaders, should work now..Juan Linietsky2017-09-271-2/+0
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* Discarding now works in shadersDaniel Doran2017-09-241-0/+5
| | | | | | "discard" has been added to the list of recognised keywords. A flag specifing when discarding is allowed is now set correctly.
* Add inversesqrt to shader language.Ferenc Arn2017-09-211-0/+4
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* Fix unused variable warningsHein-Pieter van Braam2017-09-081-15/+10
| | | | The forth in my quest to make Godot 3.x compile with -Werror on GCC7
* Added support for for, break and continue. Closes #10560, closes #10661Juan Linietsky2017-09-051-14/+122
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* Fix typos 'a' and 'an'Poommetee Ketson2017-09-021-1/+1
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* Fix use of unitialized variablesHein-Pieter van Braam2017-09-021-1/+1
| | | | The second in my quest to make Godot 3.x compile with -Werror on GCC7
* Fix typo 'begining' to 'beginning'Poommetee Ketson2017-09-011-1/+1
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* Revert "Fix shader function calls being assignable"Rémi Verschelde2017-08-311-6/+0
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* removed DISCARD built in variable, replaced by actual discard GLSL ↵Juan Linietsky2017-08-291-6/+35
| | | | instruction, fixes #9677
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Fix shader function calls being assignableMason Ashbridge2017-08-231-0/+6
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* property validate assignment condition in new variables, fixes #9411Juan Linietsky2017-08-201-1/+7
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* Shader: Fix typo in "facefordward"Rémi Verschelde2017-08-171-3/+3
| | | | Fixes #10399.
* -Added triplanar mapping modesJuan Linietsky2017-07-081-3/+0
| | | | -Some fixes to shader lang
* -Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to ↵Juan Linietsky2017-06-171-2/+4
| | | | | | | | make it more GLSL compatible -Fixed referencing of world_transform in fragment shader not working -Fixed unsycn bug related to getting shader param list from the server -Fixed getting all textures from shader properly, fixes #8353
* Added depth texture support (using parallax) to default material.Juan Linietsky2017-06-041-1/+32
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* Fix get_shader_type index upper boundCarter Anderson2017-05-011-1/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-45/+309
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* Fix typos in source code using codespellRémi Verschelde2017-03-241-3/+3
| | | | From https://github.com/lucasdemarchi/codespell
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-1688/+1588
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Various fixes detected using PVS-Studio static analyzer.Thaer Razeq2017-02-281-2/+2
| | | | | | | - Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-3/+3
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-1/+1
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-1685/+2874
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Huge amount of improvement in the material system. Materials should beJuan Linietsky2016-11-201-0/+25
| | | | | | | | a lot more complete and usable now.
| * PBR more or less working, still working on bringing gizmos backJuan Linietsky2016-10-271-25/+17
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| * 2D Shaders are working again using the new syntax, though all is buggy in ↵Juan Linietsky2016-10-101-2/+51
| | | | | | | | general
| * -the new shader language seems to workJuan Linietsky2016-10-071-179/+872
| | | | | | | | | | -shader editor plugin can edit shaders -code completion in shader editor plugin
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-1704/+2134
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+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!
* Expose light shadow color to canvas item shadersPedro J. Estébanez2016-09-071-0/+1
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* Remove unused variables (fourth pass) + dead codeRémi Verschelde2016-07-081-16/+0
| | | | Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
* remove trailing whitespaceHubert Jarosz2016-03-091-2/+2
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Merge pull request #2865 from hurikhan/pr_fix_2791Juan Linietsky2015-12-081-3/+11
|\ | | | | Added additional token checks for the shader if..else.. statement.
| * Added additional token checks for the shader if..else.. statement. Fixes ↵hurikhan2015-11-221-3/+11
| | | | | | | | issue #2791.
* | Bug Fix #2541: Shader language function validation logicAndrea Chua2015-11-271-1/+1
| | | | | | | | ensures that it finds the correct function to validate.
* | Merge branch 'master' of https://github.com/okamstudio/godot into shadow_colorSaracen2015-11-181-0/+1
|\| | | | | | | | | Conflicts: drivers/gles2/shader_compiler_gles2.cpp
| * Added ability to write directly to 4-dimensional position vector from within ↵Saracen2015-11-021-0/+1
| | | | | | | | 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.Saracen2015-11-081-1/+2
|/ | | | | Conflicts: drivers/gles2/shader_compiler_gles2.cpp
* -Rename unexisting by nonexistant, closes #1940Juan Linietsky2015-05-181-1/+1
| | | | -Added function to retrieve list of actions fron InputMap
* -Fixes from source code analyzizer, closes #1768Juan Linietsky2015-05-011-1/+1
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* -made normalmaps easier in 2D, fixes #1467Juan Linietsky2015-04-271-0/+2
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* -Fixed shader commets, /* */ works well and crash is solved, fixes #1711Juan Linietsky2015-04-261-4/+8
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Changes to LightJuan Linietsky2015-04-031-0/+2
| | | | | | | | -=-=-=-=-=-=-=-= -Changed material unshaded property for an enum, which supports light-only shading -Added a "Mix" shading mode, useful for using lights as masks -Added energy parameter to Light2D