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* New OpenGL batching canvas rendererclayjohn2022-01-1113-887/+287
* WIP New GLES3 Shader Compilerreduz2022-01-114-490/+1360
* Fix various typosluz paz2022-01-021-1/+1
* Use OpenGL 3.3 core profile instead of compatibility profileClay John2021-10-3110-0/+4089
* Remove obsolete GLES3 backendRémi Verschelde2020-02-1319-5871/+0
* Remove unused #if 0'ed codeRémi Verschelde2020-01-211-29/+0
* Merge pull request #35310 from akien-mga/gles3-irradiance-small-optimizationRémi Verschelde2020-01-191-4/+2
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| * GLES3: Slight optimization to irradiance computeRémi Verschelde2020-01-191-4/+2
* | reduce complexity of irradiance map generationclayjohn2020-01-182-2/+10
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* Fix generation of irradiance mapclayjohn2020-01-121-1/+1
* Merge pull request #34551 from MadEqua/fix-light-with-skeletonRémi Verschelde2020-01-031-1/+1
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| * Fix 2D lighting when using skeleton.Bruno Lourenço2019-12-231-1/+1
* | Fix wrong return typeTritium Oxide2020-01-011-1/+1
* | GLES3: Fix false positive in ninepatch axis stretch codeRémi Verschelde2020-01-011-10/+13
* | Use correct omni light attenuationWinston2019-12-291-1/+1
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* Merge pull request #34527 from MadEqua/fix-gles3-light-cutoffRémi Verschelde2019-12-211-2/+12
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| * Fix GLES3 light cutoff.Bruno Lourenço2019-12-211-2/+12
* | Fix contact shadow when light is outside of viewport.Bruno Lourenço2019-12-211-10/+14
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* Add a default POINT_SIZEclayjohn2019-12-102-0/+6
* Merge pull request #33836 from clayjohn/blinn-fixRémi Verschelde2019-12-031-6/+4
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| * Fix Specular Blinn functionclayjohn2019-11-221-6/+4
* | Disable shadow map sampling when shadows are not used in GLES3PouleyKetchoupp2019-11-291-0/+4
* | Fix GL error by properly using float uniformclayjohn2019-11-211-2/+2
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* Fix issues with environment mappingclayjohn2019-11-192-22/+126
* Merge pull request #32170 from puthre/ninepatch-fixRémi Verschelde2019-10-091-11/+15
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| * GLES3 Fixes for ninepatch margins when patch size is smaller than the patch t...Valentin Zagura2019-10-071-11/+15
* | Fix copyright headers and style issuesRémi Verschelde2019-09-241-1/+0
* | Merge pull request #32275 from godotengine/skin_supportRémi Verschelde2019-09-231-9/+1
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| * | Added skin support and simplified APIs to override bone position.Juan Linietsky2019-09-181-9/+1
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* | Merge pull request #31202 from azagaya/light-dataRémi Verschelde2019-09-191-9/+17
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| * Create shadow_vec for altering shadow computationazagaya2019-09-061-9/+17
* | Removed clamping of the Linear tonemapping when KEEP_3D_LINEARHolger Dammertz2019-08-291-4/+12
* | changed the constant scale of cube_normal to -1.0 instead of -1000000.0; this...Holger Dammertz2019-08-171-2/+2
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* update algorithm about paking float to vec4 to fix shadow shift and change rg...RaphaelHunter2019-07-282-3/+3
* Adding a new Camera Server implementation to Godot.BastiaanOlij2019-06-151-1/+35
* added MultiMeshInstance2D node for using MultiMesh in 2Dclayjohn2019-06-031-0/+5
* Merge pull request #29188 from Calinou/improve-ssao-performance-qualityRémi Verschelde2019-05-301-3/+3
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| * Improve SSAO performance and qualityHugo Locurcio2019-05-261-3/+3
* | fix radiance map settingsclayjohn2019-05-251-1/+1
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* Merge pull request #29031 from BastiaanOlij/alpha_shadowRémi Verschelde2019-05-231-16/+43
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| * Implement shadow to opacityBastiaan Olij2019-05-211-16/+43
* | Scale environment lighting correctly in GLES3clayjohn2019-05-191-81/+86
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* fix lighting bug introduced in clear color changesclayjohn2019-05-141-19/+19
* Merge pull request #27898 from clayjohn/metallic_radianceRémi Verschelde2019-05-141-31/+34
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| * added radiance when using clear color and fixed brdfclayjohn2019-05-131-31/+34
* | fixed bug in mip map sigmaclayjohn2019-04-121-2/+3
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* Merge pull request #26567 from clayjohn/pixel_snap_artifactRémi Verschelde2019-03-041-0/+3
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| * fixed pixel snap precision artifactclayjohn2019-03-041-0/+3
* | Skeletons can now choose between using local or world coords for processing, ...Juan Linietsky2019-03-031-1/+10
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* Explicitly use floating point numbers in the our shadersHein-Pieter van Braam2019-02-244-19/+19