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path: root/servers/visual/shader_types.cpp
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* Merge pull request #17845 from JFonS/disable_spatial_shadowsJuan Linietsky2018-05-071-0/+2
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| * Added flag on SpatialMaterial to disable shadowsJFonS2018-03-291-0/+2
* | Add no-blend canvas item render_modeBastiaan Olij2018-05-071-0/+1
* | Fixes canvas light shaders.Pieter-Jan Briers2018-04-131-1/+1
* | Fix few bugs in shader definitionsChaosus2018-03-101-3/+1
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
* Fix sidedness check in material. Also remove SIDE built-in.Juan Linietsky2017-12-261-1/+0
* Made built-in identifiers properly constant in shaders. Fixes #14449, closes ...Juan Linietsky2017-12-151-68/+73
* Revert "Rename Schlick GGX to GGX."Rémi Verschelde2017-10-231-1/+1
* Rename Schlick GGX to GGX.Ferenc Arn2017-10-211-1/+1
* Ability to set a custom FOV makes it possible to use sky on orthogonal view. ...Juan Linietsky2017-09-291-12/+3
* Fixes to light shaders, should work now..Juan Linietsky2017-09-271-0/+20
* Added light affect parameter to baked AOJuan Linietsky2017-09-231-0/+1
* Added proximity and distance fade to SpatialMaterialJuan Linietsky2017-09-211-0/+2
* Added transmission shader parameter.Juan Linietsky2017-09-031-1/+2
* Removed ontop property, added a material rendering priority system. Fixes #99...Juan Linietsky2017-09-011-1/+2
* removed DISCARD built in variable, replaced by actual discard GLSL instructio...Juan Linietsky2017-08-291-119/+124
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
* -Restored Sprite3D to working function, fixes #2061, fixes #9738Juan Linietsky2017-08-081-0/+1
* Several changes to better run in mobile.Juan Linietsky2017-07-221-0/+3
* Some adjustments to toon material to make it more flexibleJuan Linietsky2017-07-081-0/+1
* Added triplanar mapping, toon mode, and more specular modes for materials. Ad...Juan Linietsky2017-07-081-0/+6
* -Added triplanar mapping modesJuan Linietsky2017-07-081-2/+3
* -Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky2017-06-261-2/+4
* Small fixes required to get platformer to work.Juan Linietsky2017-06-231-0/+1
* TIME constant reverted to a single float, fixes #9123Juan Linietsky2017-06-161-1/+1
* Add AT_LIGHT_PASS builtin to canvas shadersPedro J. Estébanez2017-06-151-0/+2
* -Added proper access to depth texture from shaderJuan Linietsky2017-06-071-0/+1
* -working SCREEN_TEXTURE, SCREEN_UV shader variablesJuan Linietsky2017-06-051-0/+2
* Added depth texture support (using parallax) to default material.Juan Linietsky2017-06-041-1/+0
* Rework shading modes and change location of light shaderJuan Linietsky2017-06-011-2/+5
* rewritten PBR implementation to make it friendlier with BlenderJuan Linietsky2017-05-311-1/+2
* Particle system is complete. Rejoice!Juan Linietsky2017-04-081-2/+0
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-4/+19
* Map POSITION to gl_FragCoord.xy for 2D shadersPedro J. Estébanez2017-03-081-2/+2
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-119/+111
* Add a bunch of missing Godot headers in own filesRémi Verschelde2017-03-051-0/+28
* WIP particle systemJuan Linietsky2017-01-011-0/+18
* Subsurface scattering material param is now working!Juan Linietsky2016-12-021-0/+1
* Huge amount of improvement in the material system. Materials should beJuan Linietsky2016-11-201-0/+7
* all light types and shadows are working, pending a lot of clean-upJuan Linietsky2016-11-091-1/+1
* PBR more or less working, still working on bringing gizmos backJuan Linietsky2016-10-271-8/+8
* Everything returning to normal in 3D, still a long way to goJuan Linietsky2016-10-191-9/+4
* 2D Shaders are working again using the new syntax, though all is buggy in gen...Juan Linietsky2016-10-101-0/+62
* -the new shader language seems to workJuan Linietsky2016-10-071-0/+99