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path: root/drivers/gles3/rasterizer_scene_gles3.h
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* Split dependency logicBastiaan Olij2022-06-281-7/+6
* Introduce eye_offset for correcting stereoscopic reflectionsBastiaan Olij2022-06-171-0/+1
* Implement MultiMesh in 3D and flesh out MultiMesh functionsclayjohn2022-06-141-1/+1
* Initial TAA implementationjfons2022-06-071-2/+2
* Add clipping, backbuffer, and CanvasGroups to 2D GLES3 rendererclayjohn2022-05-241-43/+0
* Add basic lighting to GLES3 renderer.clayjohn2022-05-161-89/+197
* Basic 3D renderingclayjohn2022-05-121-5/+347
* SceneShader compilingclayjohn2022-05-111-2/+6
* SkyShaders workingclayjohn2022-05-111-7/+6
* Merge pull request #60503 from clayjohn/OPENGL-3DRémi Verschelde2022-04-281-8/+319
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| * Overhaul GLES3: Add basis for 3D renderer, overhaul materials and texturesclayjohn2022-04-261-8/+319
* | Fix "ortogonal" -> "orthogonal" typo in rasterizer codeHugo Locurcio2022-04-261-1/+1
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* Enable 16-bit shadow atlas by default in the RenderingServer methodsHugo Locurcio2022-02-041-2/+2
* add support for glow mapsAnsraer2022-01-201-1/+1
* Allow using between 1 and 8 cascades for SDFGIHugo Locurcio2022-01-171-1/+1
* New OpenGL batching canvas rendererclayjohn2022-01-111-5/+3
* Added material_overlay property to MeshInstance3DFernando Cosentino2022-01-051-0/+1
* Merge pull request #56305 from Calinou/rename-lod-thresholdRémi Verschelde2022-01-041-1/+1
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| * Rename Lod Threshold to Mesh Lod ThresholdHugo Locurcio2021-12-291-1/+1
* | Merge pull request #51206 from clayjohn/Vulkan-ASSGIRémi Verschelde2022-01-041-0/+2
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| * | Added SSIL post processing effectclayjohn2021-11-061-0/+2
* | | Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
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* | Implemented AMD's FSR as a computer shader for upscaling 3D scenesJe06jm2021-11-231-1/+1
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* Use OpenGL 3.3 core profile instead of compatibility profileClay John2021-10-311-0/+229
* Remove obsolete GLES3 backendRémi Verschelde2020-02-131-878/+0
* doc: Sync classref with current sourceRémi Verschelde2020-02-121-1/+1
* Rewrote large part of rendering, omni and spot shadows now work.Juan Linietsky2020-02-111-8/+7
* Refactored RID/RID_Owner to always use O(1) allocation.Juan Linietsky2020-02-111-12/+12
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
* Fix issues with environment mappingclayjohn2019-11-191-1/+1
* only render depth with alpha prepass on prepassclayjohn2019-10-111-1/+1
* Merge pull request #30714 from Calinou/invert-default-fog-heightRémi Verschelde2019-08-081-2/+2
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| * Invert and adjust the default fog height valuesHugo Locurcio2019-08-071-2/+2
* | add project setting for max lights and reflections in gles3clayjohn2019-07-281-2/+6
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* Adding a new Camera Server implementation to Godot.BastiaanOlij2019-06-151-0/+4
* Fixed handling of depth texture so it's resolved and bound when neededDaniel Rakos2019-03-261-1/+7
* Undo #25557 (was not right anyway), fixes #26258Juan Linietsky2019-03-111-1/+1
* Many fixes regarding depth buffer clearing, closes #25994, closes #25975Juan Linietsky2019-02-211-1/+2
* Allow usage of depth texture when contact shadows are disabledKaadmY2019-02-011-0/+1
* Fix #19633 by proper store to &ubo_data.shadow_matrix[1234].marxin2019-01-191-4/+9
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
* Adding option to re-orient our skyBastiaan Olij2018-12-151-2/+4
* Moved member variables to initializer listWilson E. Alvarez2018-12-111-86/+74
* Added luminance capping to avoid glitches on small dots. closes #17996Juan Linietsky2018-11-281-1/+3
* Add parameter for fog max depth and use alpha as density.Dominique LaSalle2018-11-131-1/+5
* Baker fixesJuan Linietsky2018-10-071-1/+1
* Removed unused function RasterizerSceneGLES3::_copy_to_front_bufferWilson E. Alvarez2018-09-121-1/+0
* transmission was broken, fix was made. Also fixed treshold.Juan Linietsky2018-07-221-1/+1
* Fix opaque pre pass not casting shadowsJuan Linietsky2018-07-221-1/+2
* Added ability for SSAO to affect AO textures tooJuan Linietsky2018-07-021-1/+5