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path: root/servers/visual/shader_types.cpp
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* Renaming of servers for coherency.Juan Linietsky2020-03-271-328/+0
* Replace subpass textures with color in sky shaderclayjohn2020-03-241-23/+24
* Working sky shader implementationclayjohn2020-03-211-1/+31
* Add shader based background modeBastiaan Olij2020-03-191-0/+6
* Removed old TIME references from shader_typesYuri Roubinsky2020-03-191-7/+0
* Makes shader 'TIME' available in custom functions by defaultYuri Roubinsky2020-03-191-0/+5
* Base 3D engine done, still untested, though.Juan Linietsky2020-02-111-4/+8
* Completed material/2D shader support (missing SCREEN_TEXTURE)Juan Linietsky2020-02-111-11/+15
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
* Create shadow_vec for altering shadow computationazagaya2019-09-061-0/+1
* Merge pull request #24487 from Meirinha/masterRémi Verschelde2019-06-201-0/+2
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| * Added UV and UV2 to shader function light() built-inDiogoASTeixeira2018-12-191-0/+2
* | Implement shadow to opacityBastiaan Olij2019-05-211-0/+2
* | fixes bug when setting projection matrixclayjohn2019-04-301-1/+1
* | Merge pull request #24539 from BastiaanOlij/override_gl_positionRémi Verschelde2019-01-041-0/+1
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| * | Override GL_positionBastiaan Olij2018-12-291-0/+1
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* / Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
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* Merge pull request #23469 from clayjohn/fragment_camera_matrixRémi Verschelde2018-12-121-0/+2
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| * added CAMERA_MATRIX to fragment shaderclayjohn2018-11-021-0/+2
* | Merge pull request #23483 from clayjohn/fragment_camera_viewRémi Verschelde2018-12-111-0/+1
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| * | make VIEW vector available in fragmentclayjohn2018-12-111-0/+1
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* | make LIGHT_UV constantclayjohn2018-12-041-1/+1
* | Remove animation loop from ParticlesMaterial + improvements to CPUParticles2DJFonS2018-11-041-0/+1
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* Added the ability to write to gl_FragDepth. It doesn't affect the depth prepass.QbieShay2018-10-061-0/+1
* -Rewrote GLES2 lighting and shadows and optimized state changes, did many opt...Juan Linietsky2018-09-231-0/+4
* Added FRAGCOORD to spatial light processingChaosus2018-08-201-0/+1
* Add disable ambient light flag to shaders and materialsAlex Roman2018-07-171-0/+1
* Visual Shaders are back.Juan Linietsky2018-07-141-41/+42
* Add render mode to ensure correct normals when using non-uniform scalingJFonS2018-06-211-0/+1
* Merge pull request #17845 from JFonS/disable_spatial_shadowsJuan Linietsky2018-05-071-0/+2
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| * Added flag on SpatialMaterial to disable shadowsJFonS2018-03-291-0/+2
* | Add no-blend canvas item render_modeBastiaan Olij2018-05-071-0/+1
* | Fixes canvas light shaders.Pieter-Jan Briers2018-04-131-1/+1
* | Fix few bugs in shader definitionsChaosus2018-03-101-3/+1
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
* Fix sidedness check in material. Also remove SIDE built-in.Juan Linietsky2017-12-261-1/+0
* Made built-in identifiers properly constant in shaders. Fixes #14449, closes ...Juan Linietsky2017-12-151-69/+74
* Revert "Rename Schlick GGX to GGX."Rémi Verschelde2017-10-231-1/+1
* Rename Schlick GGX to GGX.Ferenc Arn2017-10-211-1/+1
* Ability to set a custom FOV makes it possible to use sky on orthogonal view. ...Juan Linietsky2017-09-291-12/+3
* Fixes to light shaders, should work now..Juan Linietsky2017-09-271-0/+20
* Added light affect parameter to baked AOJuan Linietsky2017-09-231-0/+1
* Added proximity and distance fade to SpatialMaterialJuan Linietsky2017-09-211-0/+2
* Added transmission shader parameter.Juan Linietsky2017-09-031-1/+2
* Removed ontop property, added a material rendering priority system. Fixes #99...Juan Linietsky2017-09-011-1/+2
* removed DISCARD built in variable, replaced by actual discard GLSL instructio...Juan Linietsky2017-08-291-125/+130
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
* -Restored Sprite3D to working function, fixes #2061, fixes #9738Juan Linietsky2017-08-081-0/+1
* Several changes to better run in mobile.Juan Linietsky2017-07-221-0/+3