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* | | Merge pull request #95888 from clayjohn/Lightmap-SH-coefficientsRémi Verschelde2024-08-252-21/+8
|\ \ \ | | | | | | | | | | | | Use correct lightmap coefficients to ensure that the directional lightmap mode looks correct
| * | | Use correct lightmap coefficients to ensure that the directional lightmap ↵clayjohn2024-08-212-21/+8
| | | | | | | | | | | | | | | | | | | | | | | | mode looks correct Also remove the metallic option from directional lightmap as it is guaranteed to return negative numbers in many cases
* | | | LightmapGI: Fix shader data alignment after #89919BlueCube33102024-08-211-1/+1
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* | | | Add Metal support for macOS (arm64) and iOSStuart Carnie2024-08-203-15/+15
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* | | | Merge pull request #89919 from BlueCube3310/bicubic-lightmapRémi Verschelde2024-08-204-12/+171
|\ \ \ \ | | | | | | | | | | | | | | | Implement bicubic sampling for lightmaps
| * | | | Implement support for bicubic lightmap filteringBlueCube33102024-08-194-12/+171
| | | | | | | | | | | | | | | | | | | | Co-authored-by: Calinou <hugo.locurcio@hugo.pro>
* | | | | Merge pull request #86000 from jsjtxietian/add-missing-model_normal_matrixRémi Verschelde2024-08-202-0/+14
|\ \ \ \ \ | |_|/ / / |/| | | | | | | | | Add `model_normal_matrix` for fragment shader
| * | | | Add model_normal_matrix for fragment shaderjsjtxietian2024-08-202-0/+14
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* | | | | Merge pull request #95662 from clayjohn/GLES3-sky-fogRémi Verschelde2024-08-191-4/+4
|\ \ \ \ \ | | | | | | | | | | | | | | | | | | Add fixed fog to the sky in the Compatibility renderer
| * | | | | Add fixed fog to the sky in the Compatibility rendererclayjohn2024-08-171-4/+4
| | | | | | | | | | | | | | | | | | | | | | | | And apply luminance multiplier after fog in RD renderer
* | | | | | Merge pull request #92213 from clayjohn/ambient-disabledRémi Verschelde2024-08-192-18/+20
|\ \ \ \ \ \ | |/ / / / / |/| | | | | | | | | | | Disable all sources of ambient light when `ambient_light_disabled` render mode is used
| * | | | | Disable all sources of ambient light when `ambient_light_disabled` render ↵clayjohn2024-05-212-18/+20
| | | | | | | | | | | | | | | | | | | | | | | | mode is used
* | | | | | Merge pull request #95536 from jsjtxietian/rename-alpha-scissorRémi Verschelde2024-08-162-2/+2
|\ \ \ \ \ \ | |_|_|/ / / |/| | | | | | | | | | | Fix undefined `alpha_scissor` in standard shader
| * | | | | Fix undefined `alpha_scissor` in standard shaderjsjtxietian2024-08-152-2/+2
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* / | | | Use transformed roughness instead of raw roughness to calculate roughness ↵clayjohn2024-08-121-1/+1
|/ / / / | | | | | | | | | | | | fade in SSR
* | | | Merge pull request #94629 from RandomShaper/fix_undef_positionRémi Verschelde2024-07-242-2/+2
|\ \ \ \ | | | | | | | | | | | | | | | Fix position from vertex shader partially uninitialized
| * | | | Fix position from vertex shader partially uninitializedPedro J. Estébanez2024-07-232-2/+2
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* | | | | Merge pull request #92817 from Alex2782/fix_glsl_Mali-GRémi Verschelde2024-07-222-6/+32
|\ \ \ \ \ | |/ / / / |/| | | | | | | | | Fix glsl shader for Android Mali-GXXx GPUs and Vulkan API 1.3.xxx
| * | | | Fix glsl shader for Android Mali-GXXx GPUs and Vulkan API 1.3.xxxAlexander Hartmann2024-07-202-6/+32
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* | | | Merge pull request #94289 from clayjohn/MOBILE-multimesh-spec-constantRémi Verschelde2024-07-171-4/+6
|\ \ \ \ | | | | | | | | | | | | | | | Use a spec constant to control whether the MultiMesh branch is used in the vertex shader.
| * | | | Use a spec constant to control whether the MultiMesh branch is used in the ↵clayjohn2024-07-121-4/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | vertex shader. This works around a bug on the Quest3 and slightly improves performance on all mobile devices at the cost of increased pipeline count.
* | | | | Merge pull request #94184 from mertkasar/ssr-rotation-fixRémi Verschelde2024-07-172-2/+2
|\ \ \ \ \ | |/ / / / |/| | | | | | | | | Fix SSR orientation issues when using orthogonal camera
| * | | | Fix SSR orientation issues when using orthogonal cameraMert Kasar2024-07-122-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | - Use negative clip space values to fix reversed rotations in reflections - Use constant -z view vector when raymarching to fix perspective in reflections
* | | | | Properly linearize depth buffer for SSAO when using orthogonal cameraclayjohn2024-07-091-2/+2
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* | | | Fix userdata not copied when trails startedueshita2024-06-251-0/+18
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* | | | Remove unused flag and codeStuart Carnie2024-06-202-8/+0
|/ / / | | | | | | | | | Related #48894
* / / Fixed collided 3D GPU particles sometimes jitteringRudolph Bester2024-05-281-5/+7
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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 various typos with codespellRémi Verschelde2024-05-071-1/+1
| | | | | | | | | | | | | | | | | | Using 2.2.7.dev217+g10c2abcf. Had to add `colour` to the ignore list as we used it as an alias/keyword for the documentation of color-related APIs. Also ignore recommendations to change `thirdparty` to either `third-party` or `third party`, which are correct but we use the former fairly consistently.
* | Improvements to VRS/Foveated renderingBastiaan Olij2024-05-031-14/+32
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* | reverted naming to premul alpha (no T)QbieShay2024-05-012-10/+10
| | | | | | | | | | | | | | 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.QbieShay2024-05-012-0/+13
| | | | | | | | | | Co-authored-by: jitspoe <jitspoe@yahoo.com> Co-authored-by: Clay John <claynjohn@gmail.com>
* | Fix inverted GPUParticlesCollisionHeightField3DChris Clyne2024-04-261-3/+3
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* | Fix issue in shadow to opacityBastiaan Olij2024-04-262-20/+4
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* | Merge pull request #91191 from clayjohn/RD-soft-shadowsRémi Verschelde2024-04-262-6/+6
|\ \ | | | | | | | | | Properly calculate penumbra for soft shadows with reverse z
| * | Properly calculate penumbra for soft shadows with reverse zclayjohn2024-04-252-6/+6
| | | | | | | | | | | | Also fix a related bug where the DirectionalLight3D size was ignored unless a positional light with soft shadows touched the mesh
* | | 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 Blanckaert2024-04-252-0/+27
| | | | | | | | | | | | | | | Adds a new variable to the fragment shader to specify the vertex position used when calculating lighting.
* | | Fix issue with copy shader not working in multiviewBastiaan Olij2024-04-231-1/+1
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* | Use a src rect for copying from screen with CanvasGroup in the mobile backendclayjohn2024-04-171-0/+5
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* | Use Reverse Z for the depth bufferKhasehemwy2024-04-0410-26/+29
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* | Consistantly use USE_MULTIVIEW as the define in shadersBastiaan Olij2024-03-113-44/+44
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* | Add optional depth fogEidolon2024-02-173-6/+29
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* | Fix shadows for billboarded Sprite3D'sErik Johnson2024-02-131-0/+3
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* | Merge pull request #86564 from Giwayume/feature/canvas-item-shader-custom-dataRémi Verschelde2024-02-081-2/+25
|\ \ | | | | | | | | | Support CUSTOM shader attributes in 2D
| * | Add custom shader attributes to Canvas Item ShadersGiwayume2024-01-231-2/+25
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* | | Merge pull request #87460 from BastiaanOlij/stereo_ivecYuri Sizov2024-01-252-0/+24
|\ \ \ | | | | | | | | | | | | Add ivec variants to multiview_uv for stereo rendering
| * | | Add ivec variants to multiview_uv for stereo renderingBastiaan Olij2024-01-232-0/+24
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* | | | Fix 2D normals for transposed texturekleonc2024-01-151-0/+3
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