| Commit message (Expand) | Author | Age | Files | Lines |
| * | Merge pull request #24539 from BastiaanOlij/override_gl_position | Rémi Verschelde | 2019-01-04 | 1 | -0/+1 |
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| | * | Override GL_position | Bastiaan Olij | 2018-12-29 | 1 | -0/+1 |
| * | | Update copyright statements to 2019 | Rémi Verschelde | 2019-01-01 | 1 | -2/+2 |
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| * | Merge pull request #23469 from clayjohn/fragment_camera_matrix | Rémi Verschelde | 2018-12-12 | 1 | -0/+2 |
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| | * | added CAMERA_MATRIX to fragment shader | clayjohn | 2018-11-02 | 1 | -0/+2 |
| * | | Merge pull request #23483 from clayjohn/fragment_camera_view | Rémi Verschelde | 2018-12-11 | 1 | -0/+1 |
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| | * | | make VIEW vector available in fragment | clayjohn | 2018-12-11 | 1 | -0/+1 |
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| * | | make LIGHT_UV constant | clayjohn | 2018-12-04 | 1 | -1/+1 |
| * | | Remove animation loop from ParticlesMaterial + improvements to CPUParticles2D | JFonS | 2018-11-04 | 1 | -0/+1 |
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| * | Added the ability to write to gl_FragDepth. It doesn't affect the depth prepass. | QbieShay | 2018-10-06 | 1 | -0/+1 |
| * | -Rewrote GLES2 lighting and shadows and optimized state changes, did many opt... | Juan Linietsky | 2018-09-23 | 1 | -0/+4 |
| * | Added FRAGCOORD to spatial light processing | Chaosus | 2018-08-20 | 1 | -0/+1 |
| * | Add disable ambient light flag to shaders and materials | Alex Roman | 2018-07-17 | 1 | -0/+1 |
| * | Visual Shaders are back. | Juan Linietsky | 2018-07-14 | 1 | -41/+42 |
| * | Add render mode to ensure correct normals when using non-uniform scaling | JFonS | 2018-06-21 | 1 | -0/+1 |
| * | Merge pull request #17845 from JFonS/disable_spatial_shadows | Juan Linietsky | 2018-05-07 | 1 | -0/+2 |
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| | * | Added flag on SpatialMaterial to disable shadows | JFonS | 2018-03-29 | 1 | -0/+2 |
| * | | Add no-blend canvas item render_mode | Bastiaan Olij | 2018-05-07 | 1 | -0/+1 |
| * | | Fixes canvas light shaders. | Pieter-Jan Briers | 2018-04-13 | 1 | -1/+1 |
| * | | Fix few bugs in shader definitions | Chaosus | 2018-03-10 | 1 | -3/+1 |
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| * | Add missing copyright headers and fix formatting | Rémi Verschelde | 2018-01-05 | 1 | -0/+1 |
| * | Update copyright statements to 2018 | Rémi Verschelde | 2018-01-01 | 1 | -2/+2 |
| * | Fix sidedness check in material. Also remove SIDE built-in. | Juan Linietsky | 2017-12-26 | 1 | -1/+0 |
| * | Made built-in identifiers properly constant in shaders. Fixes #14449, closes ... | Juan Linietsky | 2017-12-15 | 1 | -69/+74 |
| * | Revert "Rename Schlick GGX to GGX." | Rémi Verschelde | 2017-10-23 | 1 | -1/+1 |
| * | Rename Schlick GGX to GGX. | Ferenc Arn | 2017-10-21 | 1 | -1/+1 |
| * | Ability to set a custom FOV makes it possible to use sky on orthogonal view. ... | Juan Linietsky | 2017-09-29 | 1 | -12/+3 |
| * | Fixes to light shaders, should work now.. | Juan Linietsky | 2017-09-27 | 1 | -0/+20 |
| * | Added light affect parameter to baked AO | Juan Linietsky | 2017-09-23 | 1 | -0/+1 |
| * | Added proximity and distance fade to SpatialMaterial | Juan Linietsky | 2017-09-21 | 1 | -0/+2 |
| * | Added transmission shader parameter. | Juan Linietsky | 2017-09-03 | 1 | -1/+2 |
| * | Removed ontop property, added a material rendering priority system. Fixes #99... | Juan Linietsky | 2017-09-01 | 1 | -1/+2 |
| * | removed DISCARD built in variable, replaced by actual discard GLSL instructio... | Juan Linietsky | 2017-08-29 | 1 | -125/+130 |
| * | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | 2017-08-27 | 1 | -1/+1 |
| * | -Restored Sprite3D to working function, fixes #2061, fixes #9738 | Juan Linietsky | 2017-08-08 | 1 | -0/+1 |
| * | Several changes to better run in mobile. | Juan Linietsky | 2017-07-22 | 1 | -0/+3 |
| * | Some adjustments to toon material to make it more flexible | Juan Linietsky | 2017-07-08 | 1 | -0/+1 |
| * | Added triplanar mapping, toon mode, and more specular modes for materials. Ad... | Juan Linietsky | 2017-07-08 | 1 | -0/+6 |
| * | -Added triplanar mapping modes | Juan Linietsky | 2017-07-08 | 1 | -2/+3 |
| * | -Fixed SCREEN_TEXTURE and other related 2D shader parameters. | Juan Linietsky | 2017-06-26 | 1 | -2/+4 |
| * | Small fixes required to get platformer to work. | Juan Linietsky | 2017-06-23 | 1 | -0/+1 |
| * | TIME constant reverted to a single float, fixes #9123 | Juan Linietsky | 2017-06-16 | 1 | -1/+1 |
| * | Add AT_LIGHT_PASS builtin to canvas shaders | Pedro J. Estébanez | 2017-06-15 | 1 | -0/+2 |
| * | -Added proper access to depth texture from shader | Juan Linietsky | 2017-06-07 | 1 | -0/+1 |
| * | -working SCREEN_TEXTURE, SCREEN_UV shader variables | Juan Linietsky | 2017-06-05 | 1 | -0/+2 |
| * | Added depth texture support (using parallax) to default material. | Juan Linietsky | 2017-06-04 | 1 | -1/+0 |
| * | Rework shading modes and change location of light shader | Juan Linietsky | 2017-06-01 | 1 | -2/+5 |
| * | rewritten PBR implementation to make it friendlier with Blender | Juan Linietsky | 2017-05-31 | 1 | -1/+2 |
| * | Particle system is complete. Rejoice! | Juan Linietsky | 2017-04-08 | 1 | -2/+0 |
| * | Add "Godot Engine contributors" copyright line | Rémi Verschelde | 2017-04-08 | 1 | -0/+1 |