aboutsummaryrefslogtreecommitdiff
path: root/servers/visual/shader_types.cpp
Commit message (Collapse)AuthorAgeFilesLines
* Merge pull request #17845 from JFonS/disable_spatial_shadowsJuan Linietsky2018-05-071-0/+2
|\ | | | | Added flag on SpatialMaterial to disable shadows
| * 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
| | | | | | | | | | | | | | | | Fixes #16904 Restore more out functionality, fix built-ins. Requested changes, I think?
* | Fix few bugs in shader definitionsChaosus2018-03-101-3/+1
|/
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* 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
| | | | #14629
* Revert "Rename Schlick GGX to GGX."Rémi Verschelde2017-10-231-1/+1
|
* Rename Schlick GGX to GGX.Ferenc Arn2017-10-211-1/+1
| | | | | | | | 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.
* Ability to set a custom FOV makes it possible to use sky on orthogonal view. ↵Juan Linietsky2017-09-291-12/+3
| | | | Closes #9186
* 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 ↵Juan Linietsky2017-09-011-1/+2
| | | | #9935, closes #10135
* removed DISCARD built in variable, replaced by actual discard GLSL ↵Juan Linietsky2017-08-291-119/+124
| | | | instruction, fixes #9677
* 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
| | | | -Restored an alpha scissor property in Material
* 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
| | | | Ability to also disable specular
* Added triplanar mapping, toon mode, and more specular modes for materials. ↵Juan Linietsky2017-07-081-0/+6
| | | | Added multipass support for materials.
* -Added triplanar mapping modesJuan Linietsky2017-07-081-2/+3
| | | | -Some fixes to shader lang
* -Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky2017-06-261-2/+4
| | | | -Fixded BackBuffercopy object
* Small fixes required to get platformer to work.Juan Linietsky2017-06-231-0/+1
| | | | Added back CanvasItemMaterial
* 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
| | | | | | This one allows for complex shaders paired with a simple lighting shader to skip code that would otherwise be pointlessly (and wastefully) run during the light pass. Depending on your game (number of items and lights), this can yield some performance gain.
* -Added proper access to depth texture from shaderJuan Linietsky2017-06-071-0/+1
| | | | -Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
* -working SCREEN_TEXTURE, SCREEN_UV shader variablesJuan Linietsky2017-06-051-0/+2
| | | | | -Added refraction support for default material -Enabled BCS adjustments, as well as color correction.
* 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
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Add a bunch of missing Godot headers in own filesRémi Verschelde2017-03-051-0/+28
|
* WIP particle systemJuan Linietsky2017-01-011-0/+18
| | | | | | Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering
* 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
| | | | a lot more complete and usable now.
* 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
| | | | -implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
* 2D Shaders are working again using the new syntax, though all is buggy in ↵Juan Linietsky2016-10-101-0/+62
| | | | general
* -the new shader language seems to workJuan Linietsky2016-10-071-0/+99
-shader editor plugin can edit shaders -code completion in shader editor plugin