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| author | Juan Linietsky <reduzio@gmail.com> | 2014-05-29 10:56:39 -0300 |
|---|---|---|
| committer | Juan Linietsky <reduzio@gmail.com> | 2014-05-29 10:56:39 -0300 |
| commit | 6f0b4678e26c04abfc88c0226c803e78a108de98 (patch) | |
| tree | 51b99b2ece75e5782c0b14c97bb6913c48e7f363 /drivers/gles2/shader_gles2.cpp | |
| parent | d9adf2627a70ab37408aca9ae4140c6280dfe6df (diff) | |
| download | redot-engine-6f0b4678e26c04abfc88c0226c803e78a108de98.tar.gz | |
More 3D Improvements
-=-=-=-=-=-=-=-=-=-=
-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.
Diffstat (limited to 'drivers/gles2/shader_gles2.cpp')
| -rw-r--r-- | drivers/gles2/shader_gles2.cpp | 8 |
1 files changed, 6 insertions, 2 deletions
diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp index d665fddd2c..bcd3e6ad4b 100644 --- a/drivers/gles2/shader_gles2.cpp +++ b/drivers/gles2/shader_gles2.cpp @@ -315,6 +315,7 @@ ShaderGLES2::Version* ShaderGLES2::get_current_version() { for(int i=0;i<cc->custom_defines.size();i++) { strings.push_back(cc->custom_defines[i]); + DEBUG_PRINT("CD #"+itos(i)+": "+String(cc->custom_defines[i])); } } @@ -349,9 +350,11 @@ ShaderGLES2::Version* ShaderGLES2::get_current_version() { strings.push_back(vertex_code2.get_data()); #ifdef DEBUG_SHADER + + DEBUG_PRINT("\nVertex Code:\n\n"+String(code_string.get_data())); for(int i=0;i<strings.size();i++) { - print_line("vert strings "+itos(i)+":"+String(strings[i])); + //print_line("vert strings "+itos(i)+":"+String(strings[i])); } #endif @@ -435,9 +438,10 @@ ShaderGLES2::Version* ShaderGLES2::get_current_version() { strings.push_back(fragment_code2.get_data()); #ifdef DEBUG_SHADER + DEBUG_PRINT("\nFragment Code:\n\n"+String(code_string.get_data())); for(int i=0;i<strings.size();i++) { - print_line("frag strings "+itos(i)+":"+String(strings[i])); + //print_line("frag strings "+itos(i)+":"+String(strings[i])); } #endif |
