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* | | Merge pull request #84733 from clayjohn/GL-CanvasGroup-performance | Rémi Verschelde | 2024-01-08 | 1 | -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 ↵ | clayjohn | 2023-11-11 | 1 | -2/+3 | |
| | | | | | | | | | | | | Compatibility backend | |||||
* | | | Merge pull request #85837 from akien-mga/clang-format-16 | Rémi Verschelde | 2024-01-05 | 1 | -2/+1 | |
|\ \ \ | |_|/ |/| | | | | | Style: Mark clang-format 16 as supported for pre-commit hook | |||||
| * | | Style: Mark clang-format 16 as supported for pre-commit hook | Rémi Verschelde | 2023-12-06 | 1 | -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 lightmaps | David Snopek | 2023-12-04 | 1 | -3/+100 | |
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* | | Merge pull request #84416 from jsjtxietian/shadow_disabled | Rémi Verschelde | 2023-12-04 | 1 | -5/+13 | |
|\ \ | | | | | | | | | | Add `shadows_disabled` macro in Compatibility renderer | |||||
| * | | Add shadows_disabled macro in Compatibility renderer | jsjtxietian | 2023-11-07 | 1 | -5/+13 | |
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* / | Automatically ensure correct normals in Compatibility renderer | BlueCube3310 | 2023-10-22 | 1 | -1/+12 | |
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* | Remove PSSM Fade | mrjustaguy | 2023-10-13 | 1 | -7/+0 | |
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* | Particle internal refactor and additions for more artistic control | QbieShay | 2023-10-10 | 1 | -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 ↵ | clayjohn | 2023-10-05 | 1 | -2/+1 | |
| | | | | is in local space | |||||
* | Vertex and attribute compression to reduce the size of the vertex format. | clayjohn | 2023-10-05 | 1 | -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 renderer | clayjohn | 2023-09-28 | 2 | -43/+514 | |
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* | Merge pull request #81160 from paddy-exe/canvas-uv-world-space | Rémi Verschelde | 2023-09-19 | 1 | -1/+5 | |
|\ | | | | | | | Add render mode to use world coordinates in canvas item shader | |||||
| * | Add option to use world coordinates in canvas item shader | Patrick | 2023-08-30 | 1 | -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-scale | Rémi Verschelde | 2023-09-08 | 1 | -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 Lawton | 2023-09-08 | 1 | -4/+3 | |
| |/ | | | | | | | of averaging scale | |||||
* / | Implement render mode fog_disabled and BaseMaterial3D setting Disable Fog | Milan Gruner | 2023-09-05 | 1 | -1/+8 | |
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* | Add option to enable HDR rendering in 2D | clayjohn | 2023-08-07 | 1 | -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 shaders | Clay | 2023-07-24 | 1 | -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_vulkan | Yuri Sizov | 2023-07-12 | 1 | -6/+6 | |
|\ | | | | | | | Replace sampler arrays with constant sampler elements, simplify and reuse code for all shaders | |||||
| * | replace sampler arrays with constant sampler elements | ChibiDenDen | 2023-06-22 | 1 | -6/+6 | |
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* | | Use Gaussian approximation for backbuffer mipmaps in GL Compatibility renderer | clayjohn | 2023-06-12 | 1 | -2/+37 | |
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* | | Merge pull request #76977 from manueldun/light-shader-builtins | Rémi Verschelde | 2023-06-09 | 1 | -0/+4 | |
|\ \ | | | | | | | | | | Enable the use of all supported builtins on the light shader | |||||
| * | | Enable the use of all builtins on the light shader | Manuel Dun | 2023-06-08 | 1 | -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-mode | Yuri Sizov | 2023-05-27 | 1 | -1/+11 | |
|\ \ \ | |_|/ |/| | | Fix "Light Only" mode of `CanvasItemMaterial` | |||||
| * | | Fix "Light Only" mode of `CanvasItemMaterial` | Danil Alexeev | 2023-05-13 | 1 | -1/+11 | |
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* | | Merge pull request #76053 from MightiestGoat/fix-sky-auto-exposure | Rémi Verschelde | 2023-05-24 | 1 | -1/+1 | |
|\ \ | |/ |/| | | | Fix the grainy sky while using debanding. | |||||
| * | Fix the grainy sky while using debanding | mightygoat | 2023-04-15 | 1 | -1/+1 | |
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* | | Add SPECULAR_AMOUNT spatial light shader built-in | Johan Aires Rastén | 2023-05-04 | 1 | -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 shaders | Johan Aires Rastén | 2023-04-20 | 1 | -4/+4 | |
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* | | Clamp normal when calculating 2D lighting to avoid artifacts | clayjohn | 2023-04-18 | 1 | -1/+1 | |
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* | Translate inactive particles to -INF | Erik Johnson | 2023-04-12 | 1 | -3/+6 | |
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* | Fix "error X3708: continue cannot be used in a switch" in HTML export | cody | 2023-04-07 | 1 | -83/+70 | |
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* | Fix wobbly sky in stereoscopic OpenGL | Bastiaan Olij | 2023-02-21 | 1 | -6/+4 | |
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* | Avoid branch in half2float in gl_compatibility renderer | clayjohn | 2023-02-14 | 1 | -5/+1 | |
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* | Handle 0 exponent in float/half conversion for OpenGl | JoJoX | 2023-02-08 | 1 | -4/+14 | |
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* | Merge pull request #72695 from clayjohn/CanvasGroup-shading | Yuri Sizov | 2023-02-04 | 1 | -1/+1 | |
|\ | | | | | Avoid shading CanvasGroup nodes twice | |||||
| * | Avoid shading CanvasGroup nodes twice | clayjohn | 2023-02-03 | 1 | -1/+1 | |
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* | | Ignore instance color and instance custom_data when not used in the OpenGL ↵ | clayjohn | 2023-02-03 | 1 | -3/+7 | |
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* | Merge pull request #72485 from BastiaanOlij/add_eye_matrix_access | Rémi Verschelde | 2023-02-01 | 1 | -1/+5 | |
|\ | | | | | | | Expose EYE_OFFSET to gdshader code | |||||
| * | Expose EYE_OFFSET to gdshader code | Bastiaan Olij | 2023-02-01 | 1 | -1/+5 | |
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* | | Fix sky rendering with multiview in OpenGL | David Snopek | 2023-01-31 | 1 | -0/+38 | |
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* | Automatically transform Skeleton2D calculations so pivots are not needed | clayjohn | 2023-01-27 | 1 | -2/+15 | |
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* | Merge pull request #71455 from BastiaanOlij/fix_stereo_screen_depth | Rémi Verschelde | 2023-01-26 | 1 | -0/+10 | |
|\ | | | | | | | Make screen texture and depth texture work in Multiview | |||||
| * | Make screen texture and depth texture work in Multiview | Bastiaan Olij | 2023-01-25 | 1 | -0/+10 | |
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* | | Fix some SpotLight3D issues (clustering artifacts, light leak) | Hendrik Brucker | 2023-01-24 | 1 | -1/+2 | |
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* | Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE | clayjohn | 2023-01-18 | 2 | -3/+3 | |
| | | | | in favour of texture hints | |||||
* | GLES3: Fix canvas shader use of undefined draw_data | Rémi Verschelde | 2023-01-17 | 1 | -2/+2 | |
| | | | | Fixes #71551. | |||||
* | fix normal map not flipping in sprite2D | jainl28patel | 2023-01-14 | 2 | -0/+9 | |
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