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* New OpenGL batching canvas rendererclayjohn2022-01-111-133/+0
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Added support for uniform arrays in shadersYuri Roubinsky2021-10-041-0/+1
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* Scale color output in the mobile renderer to provide HDR supportBastiaan Olij2021-08-231-0/+1
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* Refactor GLSL shader compilationreduz2021-04-141-11/+12
| | | | | | | | -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().
* Allow passing varying from fragment to light shader functionYuri Roubinsky2021-02-111-0/+1
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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 🎆
* RenderingServer reorganizationreduz2020-12-041-0/+129