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Redot Engine – Multi-platform 2D and 3D game engine
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drivers
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gles3
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shaders
Commit message (
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Author
Age
Files
Lines
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New OpenGL batching canvas renderer
clayjohn
2022-01-11
13
-887
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+287
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WIP New GLES3 Shader Compiler
reduz
2022-01-11
4
-490
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+1360
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Fix various typos
luz paz
2022-01-02
1
-1
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+1
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Use OpenGL 3.3 core profile instead of compatibility profile
Clay John
2021-10-31
10
-0
/
+4089
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Remove obsolete GLES3 backend
Rémi Verschelde
2020-02-13
19
-5871
/
+0
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Remove unused #if 0'ed code
Rémi Verschelde
2020-01-21
1
-29
/
+0
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Merge pull request #35310 from akien-mga/gles3-irradiance-small-optimization
Rémi Verschelde
2020-01-19
1
-4
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+2
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GLES3: Slight optimization to irradiance compute
Rémi Verschelde
2020-01-19
1
-4
/
+2
*
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reduce complexity of irradiance map generation
clayjohn
2020-01-18
2
-2
/
+10
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Fix generation of irradiance map
clayjohn
2020-01-12
1
-1
/
+1
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Merge pull request #34551 from MadEqua/fix-light-with-skeleton
Rémi Verschelde
2020-01-03
1
-1
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+1
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Fix 2D lighting when using skeleton.
Bruno Lourenço
2019-12-23
1
-1
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+1
*
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Fix wrong return type
Tritium Oxide
2020-01-01
1
-1
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+1
*
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GLES3: Fix false positive in ninepatch axis stretch code
Rémi Verschelde
2020-01-01
1
-10
/
+13
*
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Use correct omni light attenuation
Winston
2019-12-29
1
-1
/
+1
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/
*
Merge pull request #34527 from MadEqua/fix-gles3-light-cutoff
Rémi Verschelde
2019-12-21
1
-2
/
+12
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Fix GLES3 light cutoff.
Bruno Lourenço
2019-12-21
1
-2
/
+12
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Fix contact shadow when light is outside of viewport.
Bruno Lourenço
2019-12-21
1
-10
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+14
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Add a default POINT_SIZE
clayjohn
2019-12-10
2
-0
/
+6
*
Merge pull request #33836 from clayjohn/blinn-fix
Rémi Verschelde
2019-12-03
1
-6
/
+4
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*
Fix Specular Blinn function
clayjohn
2019-11-22
1
-6
/
+4
*
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Disable shadow map sampling when shadows are not used in GLES3
PouleyKetchoupp
2019-11-29
1
-0
/
+4
*
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Fix GL error by properly using float uniform
clayjohn
2019-11-21
1
-2
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+2
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*
Fix issues with environment mapping
clayjohn
2019-11-19
2
-22
/
+126
*
Merge pull request #32170 from puthre/ninepatch-fix
Rémi Verschelde
2019-10-09
1
-11
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+15
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GLES3 Fixes for ninepatch margins when patch size is smaller than the patch t...
Valentin Zagura
2019-10-07
1
-11
/
+15
*
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Fix copyright headers and style issues
Rémi Verschelde
2019-09-24
1
-1
/
+0
*
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Merge pull request #32275 from godotengine/skin_support
Rémi Verschelde
2019-09-23
1
-9
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+1
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Added skin support and simplified APIs to override bone position.
Juan Linietsky
2019-09-18
1
-9
/
+1
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*
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Merge pull request #31202 from azagaya/light-data
Rémi Verschelde
2019-09-19
1
-9
/
+17
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Create shadow_vec for altering shadow computation
azagaya
2019-09-06
1
-9
/
+17
*
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Removed clamping of the Linear tonemapping when KEEP_3D_LINEAR
Holger Dammertz
2019-08-29
1
-4
/
+12
*
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changed the constant scale of cube_normal to -1.0 instead of -1000000.0; this...
Holger Dammertz
2019-08-17
1
-2
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+2
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*
update algorithm about paking float to vec4 to fix shadow shift and change rg...
RaphaelHunter
2019-07-28
2
-3
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+3
*
Adding a new Camera Server implementation to Godot.
BastiaanOlij
2019-06-15
1
-1
/
+35
*
added MultiMeshInstance2D node for using MultiMesh in 2D
clayjohn
2019-06-03
1
-0
/
+5
*
Merge pull request #29188 from Calinou/improve-ssao-performance-quality
Rémi Verschelde
2019-05-30
1
-3
/
+3
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Improve SSAO performance and quality
Hugo Locurcio
2019-05-26
1
-3
/
+3
*
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fix radiance map settings
clayjohn
2019-05-25
1
-1
/
+1
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*
Merge pull request #29031 from BastiaanOlij/alpha_shadow
Rémi Verschelde
2019-05-23
1
-16
/
+43
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*
Implement shadow to opacity
Bastiaan Olij
2019-05-21
1
-16
/
+43
*
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Scale environment lighting correctly in GLES3
clayjohn
2019-05-19
1
-81
/
+86
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*
fix lighting bug introduced in clear color changes
clayjohn
2019-05-14
1
-19
/
+19
*
Merge pull request #27898 from clayjohn/metallic_radiance
Rémi Verschelde
2019-05-14
1
-31
/
+34
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*
added radiance when using clear color and fixed brdf
clayjohn
2019-05-13
1
-31
/
+34
*
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fixed bug in mip map sigma
clayjohn
2019-04-12
1
-2
/
+3
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*
Merge pull request #26567 from clayjohn/pixel_snap_artifact
Rémi Verschelde
2019-03-04
1
-0
/
+3
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*
fixed pixel snap precision artifact
clayjohn
2019-03-04
1
-0
/
+3
*
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Skeletons can now choose between using local or world coords for processing, ...
Juan Linietsky
2019-03-03
1
-1
/
+10
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*
Explicitly use floating point numbers in the our shaders
Hein-Pieter van Braam
2019-02-24
4
-19
/
+19
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