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* | Merge pull request #84733 from clayjohn/GL-CanvasGroup-performanceRémi Verschelde2024-01-081-2/+3
|\ \ | | | | | | | | | Only copy the relevant portion of the screen when copying to backbuffer in Compatibility backend
| * | Only copy the relevant portion of the screen when copying to backbuffer in ↵clayjohn2023-11-111-2/+3
| | | | | | | | | | | | Compatibility backend
* | | Merge pull request #85837 from akien-mga/clang-format-16Rémi Verschelde2024-01-051-2/+1
|\ \ \ | |_|/ |/| | | | | Style: Mark clang-format 16 as supported for pre-commit hook
| * | Style: Mark clang-format 16 as supported for pre-commit hookRémi Verschelde2023-12-061-2/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | It only introduced a difference in a .glsl file, which I've worked around by removing an empty line. This keeps formatting consistent between clang-format 15 and 16. Also added a change in the 3-to-4 project converter to fix bogus formatting in clang-format < 17.
* | | OpenGL: Implement rendering of lightmapsDavid Snopek2023-12-041-3/+100
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* | Merge pull request #84416 from jsjtxietian/shadow_disabledRémi Verschelde2023-12-041-5/+13
|\ \ | | | | | | | | | Add `shadows_disabled` macro in Compatibility renderer
| * | Add shadows_disabled macro in Compatibility rendererjsjtxietian2023-11-071-5/+13
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* / Automatically ensure correct normals in Compatibility rendererBlueCube33102023-10-221-1/+12
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* Remove PSSM Fademrjustaguy2023-10-131-7/+0
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* Particle internal refactor and additions for more artistic controlQbieShay2023-10-101-1/+4
| | | | | | | | Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro> Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Co-authored-by: Raul Santos <raulsntos@gmail.com> Co-authored-by: Mew Pur Pur <85438892+MewPurPur@users.noreply.github.com> Co-authored-by: Clay John <claynjohn@gmail.com>
* Only perform modelview transform on tangent and binormal when vertex shader ↵clayjohn2023-10-051-2/+1
| | | | is in local space
* Vertex and attribute compression to reduce the size of the vertex format.clayjohn2023-10-051-27/+52
| | | | | | | | | | | | | This allows Godot to automatically compress meshes to save a lot of bandwidth. In general, this requires no interaction from the user and should result in no noticable quality loss. This scheme is not backwards compatible, so we have provided an upgrade mechanism, and a mesh versioning mechanism. Existing meshes can still be used as a result, but users can get a performance boost by reimporting assets.
* Implement 3D shadows in the GL Compatibility rendererclayjohn2023-09-282-43/+514
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* Merge pull request #81160 from paddy-exe/canvas-uv-world-spaceRémi Verschelde2023-09-191-1/+5
|\ | | | | | | Add render mode to use world coordinates in canvas item shader
| * Add option to use world coordinates in canvas item shaderPatrick2023-08-301-1/+5
| | | | | | | | By using the render mode `world_vertex_coords` you can automatically use the vertex coordinates in world space
* | Merge pull request #81315 from conorlawton/z-billboard-y-velocity-no-scaleRémi Verschelde2023-09-081-4/+3
|\ \ | | | | | | | | | Fix z-billboard + y to velocity transform alignment to correctly respect non-uniform scale
| * | Fixed z-billboard-y-velocity to correctly respect non-uniform scale instead ↵Conor Lawton2023-09-081-4/+3
| |/ | | | | | | of averaging scale
* / Implement render mode fog_disabled and BaseMaterial3D setting Disable FogMilan Gruner2023-09-051-1/+8
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* Add option to enable HDR rendering in 2Dclayjohn2023-08-071-1/+1
| | | | | | | This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear. This is necessary for proper HDR screen support in the future.
* Fix use of discard in shadersClay2023-07-241-10/+8
| | | | | | discard was being included in all shaders set to depth pass opaque, which is the majority of shaders Instead it should only be used with alpha prepass materials
* Merge pull request #77740 from ChibiDenDen/simplify_vulkanYuri Sizov2023-07-121-6/+6
|\ | | | | | | Replace sampler arrays with constant sampler elements, simplify and reuse code for all shaders
| * replace sampler arrays with constant sampler elementsChibiDenDen2023-06-221-6/+6
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* | Use Gaussian approximation for backbuffer mipmaps in GL Compatibility rendererclayjohn2023-06-121-2/+37
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* | Merge pull request #76977 from manueldun/light-shader-builtinsRémi Verschelde2023-06-091-0/+4
|\ \ | | | | | | | | | Enable the use of all supported builtins on the light shader
| * | Enable the use of all builtins on the light shaderManuel Dun2023-06-081-0/+4
| | | | | | | | | | | | | | | | | | When using the light process in spatial shader, the built-ins work as spected, now they work in forward+, mobile and compatibility renderer.
* | | Merge pull request #75181 from dalexeev/fix-light-only-modeYuri Sizov2023-05-271-1/+11
|\ \ \ | |_|/ |/| | Fix "Light Only" mode of `CanvasItemMaterial`
| * | Fix "Light Only" mode of `CanvasItemMaterial`Danil Alexeev2023-05-131-1/+11
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* | Merge pull request #76053 from MightiestGoat/fix-sky-auto-exposureRémi Verschelde2023-05-241-1/+1
|\ \ | |/ |/| | | Fix the grainy sky while using debanding.
| * Fix the grainy sky while using debandingmightygoat2023-04-151-1/+1
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* | Add SPECULAR_AMOUNT spatial light shader built-inJohan Aires Rastén2023-05-041-1/+1
| | | | | | | | | | | | | | Light3D has a light_specular property which is used to set the intensity of specular contributed by this light source, but it was previously only used by the default material light shader, and not possible to use in a custom light() shader.
* | Add LIGHT_IS_DIRECTIONAL built-in for spatial shadersJohan Aires Rastén2023-04-201-4/+4
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* | Clamp normal when calculating 2D lighting to avoid artifactsclayjohn2023-04-181-1/+1
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* Translate inactive particles to -INFErik Johnson2023-04-121-3/+6
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* Fix "error X3708: continue cannot be used in a switch" in HTML exportcody2023-04-071-83/+70
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* Fix wobbly sky in stereoscopic OpenGLBastiaan Olij2023-02-211-6/+4
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* Avoid branch in half2float in gl_compatibility rendererclayjohn2023-02-141-5/+1
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* Handle 0 exponent in float/half conversion for OpenGlJoJoX2023-02-081-4/+14
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* Merge pull request #72695 from clayjohn/CanvasGroup-shadingYuri Sizov2023-02-041-1/+1
|\ | | | | Avoid shading CanvasGroup nodes twice
| * Avoid shading CanvasGroup nodes twiceclayjohn2023-02-031-1/+1
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* | Ignore instance color and instance custom_data when not used in the OpenGL ↵clayjohn2023-02-031-3/+7
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* Merge pull request #72485 from BastiaanOlij/add_eye_matrix_accessRémi Verschelde2023-02-011-1/+5
|\ | | | | | | Expose EYE_OFFSET to gdshader code
| * Expose EYE_OFFSET to gdshader codeBastiaan Olij2023-02-011-1/+5
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* | Fix sky rendering with multiview in OpenGLDavid Snopek2023-01-311-0/+38
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* Automatically transform Skeleton2D calculations so pivots are not neededclayjohn2023-01-271-2/+15
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* Merge pull request #71455 from BastiaanOlij/fix_stereo_screen_depthRémi Verschelde2023-01-261-0/+10
|\ | | | | | | Make screen texture and depth texture work in Multiview
| * Make screen texture and depth texture work in MultiviewBastiaan Olij2023-01-251-0/+10
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* | Fix some SpotLight3D issues (clustering artifacts, light leak)Hendrik Brucker2023-01-241-1/+2
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* Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTUREclayjohn2023-01-182-3/+3
| | | | in favour of texture hints
* GLES3: Fix canvas shader use of undefined draw_dataRémi Verschelde2023-01-171-2/+2
| | | | Fixes #71551.
* fix normal map not flipping in sprite2Djainl28patel2023-01-142-0/+9
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