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path: root/drivers/gles2/shader_compiler_gles2.cpp
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* Many separate fixes to ensure non power of 2 textures work on GLES2, closes #...Juan Linietsky2019-02-241-1/+1
* -Support DEPTH_TEXTURE in GLES2, fixes #25106Juan Linietsky2019-02-221-1/+2
* Fix typos with codespellRémi Verschelde2019-02-131-1/+1
* Fix many asan and ubsan reported issuesHein-Pieter van Braam2019-01-301-2/+2
* Cleanup and identify ShaderCompilerGLES[23] differencesRémi Verschelde2019-01-281-25/+10
* GLES2: Define LIGHT Spatial shader builtinRémi Verschelde2019-01-281-0/+1
* Fix shader compile error line numbers starting at 0.RedMser2019-01-171-1/+1
* Merge pull request #24539 from BastiaanOlij/override_gl_positionRémi Verschelde2019-01-041-0/+2
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| * Override GL_positionBastiaan Olij2018-12-291-0/+2
* | Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
* | Fix missing/malformed license headersRémi Verschelde2019-01-011-1/+1
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* Merge pull request #23899 from BastiaanOlij/fix_particle_activeRémi Verschelde2018-12-021-1/+1
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| * Remapped ACTIVE to shader_active, now worksBastiaan Olij2018-12-011-1/+1
* | fixed gles2 camera_matrix bugclayjohn2018-11-301-2/+2
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* Fixed how floats are printed to the GLSL shader, closes #19803Juan Linietsky2018-11-191-4/+5
* Cleaned up and fixed the base_changed function in rasterizers, also fixes #15617Juan Linietsky2018-11-141-0/+1
* Avoid double underscore from breaking glsl compiler, fixes #12880Juan Linietsky2018-11-101-5/+2
* Many fixes to GLES2 renderer, fixed compilation issues in GLES3 shaders.Juan Linietsky2018-09-291-3/+3
* -Rewrote GLES2 lighting and shadows and optimized state changes, did many opt...Juan Linietsky2018-09-231-2/+18
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-3/+4
* Make some debug prints verbose-only, remove othersRémi Verschelde2018-08-241-0/+1
* [GLES2] fix wrong shader compiler outputThomas Herzog2018-08-241-1/+1
* Keeping track of discardDavid Sichma2018-08-021-0/+4
* add initial GLES2 3D rendererkarroffel2018-07-271-5/+62
* Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam2018-07-261-3/+3
* Shader lang: Properly assign INSTANCE_ID to gl_InstanceIDRémi Verschelde2018-07-221-8/+2
* A typo in ShaderCompilerGLES2 constructor code '==' used instead of '='nemerle2018-06-131-1/+1
* Merge pull request #17421 from Chaosus/fixshaderbugsJuan Linietsky2018-04-081-3/+3
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| * Fix few bugs in shader definitionsChaosus2018-03-101-3/+3
* | s/2017/2018/g for gles2, websocket, linux appdataPoommetee Ketson2018-03-211-2/+2
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* add GLES 2 renderer for 2Dkarroffel2018-03-011-0/+891
* Dead code tells no talesRémi Verschelde2017-08-271-939/+0
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-521/+511
* Style: Various fixes to play nice with clang-formatRémi Verschelde2017-01-161-3/+6
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-9/+10
* Type renames:Juan Linietsky2017-01-111-2/+2
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
* Expose light shadow color to canvas item shadersPedro J. Estébanez2016-09-071-0/+1
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
* Merge branch 'master' of https://github.com/okamstudio/godot into shadow_colorSaracen2015-11-181-115/+123
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| * Added ability to write directly to 4-dimensional position vector from within ...Saracen2015-11-021-115/+123
* | New shader feature: change the colour of shadows on a per-material basis.Saracen2015-11-081-0/+6
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* merged some stuff for okamJuan Linietsky2015-09-031-11/+11
* -corrected frac() and hyperbolic sin,cos,tan when running on PC (GLSL120), fi...Juan Linietsky2015-05-041-4/+57
* -made normalmaps easier in 2D, fixes #1467Juan Linietsky2015-04-271-0/+7
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
* Changes to LightJuan Linietsky2015-04-031-0/+8
* New Demo, Screen Space ShadersJuan Linietsky2015-03-101-0/+8