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path: root/servers/visual/shader_types.cpp
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* 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
* | 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
* Some adjustments to toon material to make it more flexibleJuan Linietsky2017-07-081-0/+1
* Added triplanar mapping, toon mode, and more specular modes for materials. Ad...Juan Linietsky2017-07-081-0/+6
* -Added triplanar mapping modesJuan Linietsky2017-07-081-2/+3
* -Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky2017-06-261-2/+4
* Small fixes required to get platformer to work.Juan Linietsky2017-06-231-0/+1
* TIME constant reverted to a single float, fixes #9123Juan Linietsky2017-06-161-1/+1
* Add AT_LIGHT_PASS builtin to canvas shadersPedro J. Estébanez2017-06-151-0/+2
* -Added proper access to depth texture from shaderJuan Linietsky2017-06-071-0/+1
* -working SCREEN_TEXTURE, SCREEN_UV shader variablesJuan Linietsky2017-06-051-0/+2
* Added depth texture support (using parallax) to default material.Juan Linietsky2017-06-041-1/+0
* Rework shading modes and change location of light shaderJuan Linietsky2017-06-011-2/+5
* rewritten PBR implementation to make it friendlier with BlenderJuan Linietsky2017-05-311-1/+2
* Particle system is complete. Rejoice!Juan Linietsky2017-04-081-2/+0
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1