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* Make some debug prints verbose-only, remove othersRémi Verschelde2018-08-241-9/+0
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* Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam2018-07-261-1/+1
| | | | | | | | | | | | | | | | | | | | | | | This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
* 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!
* Merge pull request #14794 from endragor/remove-debug-logsRémi Verschelde2017-12-181-1/+0
|\ | | | | Remove debug logs that are of no use to end users
| * Remove debug logs that are of no use to end usersRuslan Mustakov2017-12-181-1/+0
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* | Cleanup some #if 0'd codeRémi Verschelde2017-12-171-30/+0
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* Improve slang, especially in user-visible partsUnknown2017-12-051-3/+3
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-2/+2
| | | | Fixes #10244.
* Use precision for samples only when #version 300 esFabio Alessandrelli2017-08-161-0/+4
| | | | Fix #10332
* Some fixes for shaders and WebGL2Fabio Alessandrelli2017-08-111-0/+6
| | | | | | Add padding to UBO data to be multiple of 16 bytes Add precision definition for samplers Replace texture2D (deprecated) with texture in shaders
* Several changes to better run in mobile.Juan Linietsky2017-07-221-0/+1
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* -Added triplanar mapping modesJuan Linietsky2017-07-081-1/+2
| | | | -Some fixes to shader lang
* -Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky2017-06-261-16/+17
| | | | -Fixded BackBuffercopy object
* 2D GPU Particles working..Juan Linietsky2017-06-211-0/+2
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* Rework shading modes and change location of light shaderJuan Linietsky2017-06-011-8/+8
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-339/+289
| | | | | | | | | | | | | | | | | | | | | | | | 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 Verschelde2017-03-051-2/+2
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-2/+2
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* -Changed memory functions, Memory::alloc_static*, simplified them, made them ↵Juan Linietsky2017-01-061-4/+4
| | | | | | aligned to 16 -Changed Vector<> template to fit this.
* Screen space reflection effectJuan Linietsky2016-11-291-2/+2
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* Blend shapes using transform feedback (GPU)Juan Linietsky2016-11-241-1/+22
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* WIP immediates and proper buffers swappingJuan Linietsky2016-11-231-2/+1
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* Changed to proper GLSL versionJuan Linietsky2016-11-221-2/+2
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* Migrated from GLES to GLAD, fixes many issues.Juan Linietsky2016-11-221-2/+4
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* Done with lights and shadows (wonder if i'm missing something..)Juan Linietsky2016-11-111-0/+9
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* PBR more or less working, still working on bringing gizmos backJuan Linietsky2016-10-271-0/+1
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* Everything returning to normal in 3D, still a long way to goJuan Linietsky2016-10-191-3/+9
| | | | -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 Linietsky2016-10-101-18/+65
| | | | general
* Begining of GLES3 renderer:Juan Linietsky2016-10-031-0/+754
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working