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path: root/servers/rendering/renderer_rd/shader_compiler_rd.cpp
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* Refactor GLSL shader compilationreduz2021-04-141-53/+30
| | | | | | | | -Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
* Reorganize Project Settingsreduz2021-02-181-2/+2
| | | | | | | -Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up.
* Allow passing varying from fragment to light shader functionYuri Roubinsky2021-02-111-2/+62
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* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Consistently use normal_mapMarcel Admiraal2020-12-291-4/+4
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* Fix using post-init shader array constructorsYuri Roubinsky2020-12-271-5/+8
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* Added support for constants in shader `case` and array size declarationYuri Roubinsky2020-12-171-1/+5
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* RenderingServer reorganizationreduz2020-12-041-0/+1452