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* Calculate pixel snap in canvas space instead of world spaceclayjohn2024-10-171-2/+2
| | | | | | This ensures that you are actually snapping to pixels in the viewport and not an arbitrary amount (cherry picked from commit godotengine/godot@e75900e1ad1a2c699829335ad3be27b4e01afec1)
* Use correct lightmap coefficients to ensure that the directional lightmap ↵clayjohn2024-09-171-10/+4
| | | | | | | | mode looks correct Also remove the metallic option from directional lightmap as it is guaranteed to return negative numbers in many cases (cherry picked from commit f4ccba7508fe6fbbbda92df855ad59a63a205b17)
* Add model_normal_matrix for fragment shaderjsjtxietian2024-09-161-0/+10
| | | | (cherry picked from commit e698351db24df691dc5ea88a6b011c24dad77ebd)
* Add fixed fog to the sky in the Compatibility rendererclayjohn2024-09-161-2/+35
| | | | | | And apply luminance multiplier after fog in RD renderer (cherry picked from commit 578049b7b9b9ba5d0ad02f89698a593c368ab7fc)
* Fix undefined `alpha_scissor` in standard shaderjsjtxietian2024-09-161-1/+1
| | | | (cherry picked from commit 970a237c203cd9a373b1846aa029effd2e4a288d)
* Increase precision of skeleton transforms in the skeleton shader in the ↵clayjohn2024-09-161-1/+1
| | | | | | Compatibility renderer (cherry picked from commit 1bf594fb5acc63b16869c80659bef802cb3dc6d6)
* Merge pull request #94564 from rothej/fix-94183Rémi Verschelde2024-07-231-10/+2
|\ | | | | | | Fix FOG shader issue in Compatibility mode
| * Fix FOG shader issue in Compatibility modeJoshua Rothe2024-07-231-10/+2
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* | GLES3: Fix directional shadow on Metal ANGLEcosformula2024-07-231-17/+19
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* Remove unused flag and codeStuart Carnie2024-06-202-8/+0
| | | | Related #48894
* Fix ubo tag placement in canvas.glsl gles3 fragment shaderYuri Rubinsky2024-06-191-2/+4
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* Merge pull request #92388 from sunfl0w/fix-compatibility-albedoRémi Verschelde2024-06-141-0/+3
|\ | | | | | | Fix albedo value wraparound in Compatibility render mode
| * Fix albedo value wraparound in Compatibility render modesunfl0w2024-06-131-0/+3
| | | | | | | | | | | | | | | | Using the Compatibility renderer results in wrapped albedo values if a custom shader returns albedo values outside the expected range of [0,1]. This commit fixed this issue by clamping the albedo value to [0,1] right after the custom shader is executed. Fixes #91919
* | Fixed collided 3D GPU particles sometimes jitteringRudolph Bester2024-05-281-6/+8
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* Stereo rendering: Fix omni lightsBastiaan Olij2024-05-221-1/+1
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* Style: Trim trailing whitespace and ensure newline at EOFRémi Verschelde2024-05-081-1/+1
| | | | Found by apply the file_format checks again via #91597.
* fix typo in e41064388e67cc9bec320ee467757089b150bf20 breaking gles3semensanyok2024-05-021-2/+2
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* reverted naming to premul alpha (no T)QbieShay2024-05-011-6/+6
| | | | | | | Initially 3d had premulT alpha as a keyword. Since Canvas item uses mixed premul and premult as keywords, 3D is changed as well to keep consistency with 2D. Unfortunately this keeps inconsistency with the internal ENUM.
* Added premult alpha blending to 3D (spatial) shaders.QbieShay2024-05-011-1/+7
| | | | | Co-authored-by: jitspoe <jitspoe@yahoo.com> Co-authored-by: Clay John <claynjohn@gmail.com>
* Fix issue in shadow to opacityBastiaan Olij2024-04-261-9/+2
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* Merge pull request #91176 from clayjohn/GL-adjustmentsRémi Verschelde2024-04-265-406/+60
|\ | | | | | | Add adjustments and color correction to Compatibility renderer
| * Add adjustments and color correction to Compatibility rendererclayjohn2024-04-255-406/+60
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* | Merge pull request #90920 from clayjohn/2D-light-cullRémi Verschelde2024-04-261-4/+6
|\ \ | | | | | | | | | Exit light calculation early when pixel outside of light bounding rectangle
| * | Exit light calculation early when pixel outside of light bounding rectangleclayjohn2024-04-191-4/+6
| |/ | | | | | | This hugely improves the performance of rendering PointLight2Ds
* / Add LIGHT_VERTEX to fragment shaderRob Blanckaert2024-04-251-0/+14
|/ | | | | Adds a new variable to the fragment shader to specify the vertex position used when calculating lighting.
* Add reflection probe support to compatibility renderer using 2 probe approach.Bastiaan Olij2024-04-093-4/+155
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* Merge pull request #88816 from joined72/gles3_gpuparticles2d_fixesRémi Verschelde2024-04-045-63/+80
|\ | | | | | | Fix CPU/GPUParticles2D bugs on Compatibility Rendering (GLES3) on Adreno 3XX devices.
| * Fix CPU/GPUParticles2D bugs on Compatibility Rendering (GLES3) on Adreno 3XX ↵joined722024-04-025-63/+80
| | | | | | | | devices.
* | Use Reverse Z for the depth bufferKhasehemwy2024-04-043-6/+8
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* | Merge pull request #89094 from permelin/fix-particle-userdata-gles3Rémi Verschelde2024-03-081-6/+24
|\ \ | | | | | | | | | Fix `USERDATA` built-ins for GLES3 particle shaders
| * | Fix USERDATA built-ins for GLES3 particle shadersPer Melin2024-03-021-6/+24
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* / Fix rendering issue with depth in WebXRDavid Snopek2024-03-041-3/+1
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* Fix Compatibility Rendering (GLES3) on old and low budget devices.Alexander Hartmann2024-02-222-13/+35
| | | | Co-Authored-By: joined72 <19651914+joined72@users.noreply.github.com>
* Fix OpenGL on Android after adding optional depth fogDavid Snopek2024-02-211-1/+1
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* Change glow calculation back to max(r,g,b)Bastiaan Olij2024-02-211-2/+2
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* Implement glow/bloom on compatibility rendererBastiaan Olij2024-02-197-15/+269
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* Add optional depth fogEidolon2024-02-171-3/+23
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* Fix shadows for billboarded Sprite3D'sErik Johnson2024-02-131-0/+6
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* Merge pull request #86564 from Giwayume/feature/canvas-item-shader-custom-dataRémi Verschelde2024-02-081-11/+34
|\ | | | | | | Support CUSTOM shader attributes in 2D
| * Add custom shader attributes to Canvas Item ShadersGiwayume2024-01-231-11/+34
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* | OpenGL: Implement 3D Texture supportAlula2024-02-051-0/+22
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* | Merge pull request #87553 from clayjohn/GLES3-shader-compilationRémi Verschelde2024-01-291-1/+1
|\ \ | | | | | | | | | Significantly improve the speed of shader compilation in compatibility backend
| * | Significantly improve the speed of shader compilation in compatibility backendclayjohn2024-01-241-1/+1
| | | | | | | | | | | | Compile the unlit version by default to save on both cache size and compile time
* | | Merge pull request #87386 from clayjohn/GLES3-lightmap-bakeRémi Verschelde2024-01-262-10/+81
|\ \ \ | | | | | | | | | | | | Add GLES3 infrastructure for lightmap baking in the compatibility backend
| * | | Add GLES3 infrastructure for lightmap baking in the compatibility backendclayjohn2024-01-242-10/+81
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* | | Merge pull request #87495 from jsjtxietian/USE_LIGHT_SHADER_CODEYuri Sizov2024-01-251-2/+2
|\ \ \ | | | | | | | | | | | | Clean up outdated `USE_LIGHT_SHADER_CODE` usage
| * | | Clean up outdated `USE_LIGHT_SHADER_CODE` usagejsjtxietian2024-01-241-2/+2
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* | | Merge pull request #87460 from BastiaanOlij/stereo_ivecYuri Sizov2024-01-251-0/+6
|\ \ \ | |/ / |/| | | | | Add ivec variants to multiview_uv for stereo rendering
| * | Add ivec variants to multiview_uv for stereo renderingBastiaan Olij2024-01-231-0/+6
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* | | Fix 2D normals for transposed texturekleonc2024-01-151-0/+3
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