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authorJuan Linietsky <reduzio@gmail.com>2014-05-29 10:56:39 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-05-29 10:56:39 -0300
commit6f0b4678e26c04abfc88c0226c803e78a108de98 (patch)
tree51b99b2ece75e5782c0b14c97bb6913c48e7f363 /drivers/gles2/shader_gles2.cpp
parentd9adf2627a70ab37408aca9ae4140c6280dfe6df (diff)
downloadredot-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.cpp8
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