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* 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
* New Demo, Screen Space ShadersJuan Linietsky2015-03-101-7/+28
| | | | | -Fixes to screen space shaders. -Fixes to isometric light demo.
* lot of work on 2D lighting and isometric mapsJuan Linietsky2015-03-091-4/+12
| | | | | added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
* Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2015-03-031-0/+1
|\ | | | | | | | | | | Conflicts: modules/gdscript/gd_tokenizer.cpp scene/resources/shader_graph.h
| * Visual Shader Editing for 2DJuan Linietsky2015-01-201-0/+1
| | | | | | | | Editing 2D shaders with visual editor seems to work now.
* | merges from okam repoJuan Linietsky2015-03-031-1/+3
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* Add missing shader function: refractsanikoyes2015-01-141-0/+1
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* -fixed issue with shader not being reset on layers, closes #1199Juan Linietsky2015-01-121-2/+1
| | | | -ability for shader to use parent shader and params, closes #1198
* -Initial working(?) implementation of shaders for 2D. Lighting still not ↵Juan Linietsky2015-01-121-0/+2
| | | | | | | there though. Check for reference: https://github.com/okamstudio/godot/wiki/shader
* 2D shader progressreduz2015-01-111-0/+22
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* -Initial (untested) implementation of 2D shaders. Probably broken, will be ↵Juan Linietsky2015-01-111-0/+75
| | | | | | fixed later. -fixed issue of opacity not working
* Fixes to GraphEdit:Juan Linietsky2015-01-081-4/+27
| | | | | | | | -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
* Batch of BugfixesJuan Linietsky2014-12-071-2/+14
| | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=- -Fixed Export UV XForm (should work now). #923 -Fixed enforcement of limits in property editor. #919 -Fixed long-standing bug of export editings in script inheritance. #914, #859, #756 -Fixed horrible error reporting in shader language. #912 -Added kinematic collision with plane (please test well). #911 -Fixed double animation track insert when using 2D rigs. #904 -VKey updates offset parameter in sprite edition. #901 -Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down) -Avoid connection editor from overriding selected text. #897 -Fixed timer autostart. #876 -Fixed collision layers in 3D physics. #872 -Improved operators in shader #857 -Fixed ambient lighting bug #834 -Avoid editor from processing gamepad input #813 -Added not keyword #752 Please test!
* FixesJuan Linietsky2014-10-141-0/+1
| | | | | | | | | -=-=- -Fixed normalmap depth parameter -Fixes to DirAccess on Windows -Double click on resource dock will open them -Fixes to doc generator (should make github wiki on class list more up to date)
* ColladaJuan Linietsky2014-10-141-0/+1
| | | | | | | | | | | | -=-=-=- -Fixed some DAE import & export bugs -Changed Collada exporter to use the mesh loops API -Added tangent export to Collada exporter -Added triangulation option to Collada exporter -Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful. -Fixed some strange bug with kinematic bodies #776 -Fix release compilaiton issues #782
* - more fixes on #672 on windowsJuan Linietsky2014-09-191-8/+10
| | | | | | - added #660, but need help on osx, help please I don't have a mac! - fixed #667 and #668 (eol detection in comments) - added #670 (hint when using method without () )
* More Bugfix...Juan Linietsky2014-09-171-35/+137
| | | | | | | | -=-=-=-=-=-== -Fix bug in camera follow script -Fix negate operator not working in shader language -Fix uninitialized pointer in raycast query API
* Little BitsJuan Linietsky2014-08-141-0/+6
| | | | | | | | -=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
* Misc FixesJuan Linietsky2014-06-271-3/+52
| | | | | | | | | | | | ========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
* More 3D ImprovementsJuan Linietsky2014-05-291-1/+1
| | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= -Sprite3D and AnimatedSprite3D support. -Opaque pre-pass works, is compatible with shadows -Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc) -Added option to use alpha discard in FixedMaterial -Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale -Ability for Background (image or cubemap) to send to glow buffer -Dumb Deploy of clients now actually works in Android -Many Many rendering fixes, 3D is much more usable now.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+2385