Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-11-02 | Removed switch operator from GLES2 shader back-end | Yuri Roubinsky | |
2019-09-19 | Merge pull request #31202 from azagaya/light-data | Rémi Verschelde | |
Create shadow_vec for altering shadow computation | |||
2019-09-14 | Implement shader array support for varyings | Chaosus | |
2019-09-06 | Create shadow_vec for altering shadow computation | azagaya | |
In 2.1 and 3.0, light_vec could be modified for altering shadow_computations. But it broke shadows when rotating light. shadow_vec would do the same, but without breaking shadows in rotated lights if not used. Add inverse light transformation to shadow vec, so it's not affected when rotating lights; Added usage define for shadow vec. For shadow vec working properly when rotating a light, it's needed to multiply it by light_matrix normalized. Added usage define in order to don't do that if shadow_vec not used. | |||
2019-08-29 | Merge pull request #31746 from clayjohn/skip-vertex-transform-gles2 | Rémi Verschelde | |
Fix skip_vertex_transform bug in GLES2 CPUParticles | |||
2019-08-28 | Fix skip_vertex_transform bug in GLES2 CPUParticles | clayjohn | |
2019-08-26 | Merge pull request #31556 from Chaosus/gles2_inverse | Rémi Verschelde | |
Implemented inverse shader function to GLES2 | |||
2019-08-23 | Implements switch to shaders | Yuri Roubinski | |
2019-08-22 | Implemented inverse shader function to GLES2 | Yuri Roubinski | |
2019-08-19 | Fix ternary operator shader compiler expression | Yuri Roubinski | |
2019-08-13 | Implemented do/while loops for shaders | Yuri Roubinski | |
2019-08-05 | Implemented local shader constants | Yuri Roubinski | |
2019-07-31 | Expose several GLES3 built-ins to GLES2 | Chaosus | |
2019-07-29 | added round function to gles2 | clayjohn | |
2019-07-16 | Added local array initializer | Chaosus | |
2019-07-15 | Implemented local shader arrays | Chaosus | |
2019-07-05 | Prevent GLES2 bool uniforms from having a precision type set. | Marcus Brummer | |
When setting the default precision type for uniforms (before compiling the shader) prevent boolean uniforms from having one set. Booleans can't have a precision type and on some Android devices this caused a compilation failure. Fixes #30317 | |||
2019-06-01 | Added constant support to shaders | Chaosus | |
Co-authored-by: DavidSichma <sichmada@gmail.com> | |||
2019-05-27 | Merge pull request #29014 from mbrlabs/gles2_precision_fix | Rémi Verschelde | |
Use highp precision in the gles2 fragment shader if available | |||
2019-05-25 | Use highp precision for gles2 shader uniforms if not explicitly set. | Marcus Brummer | |
The use of different default precision values (highp in vertex; mediump in fragment) for uniform variables caused the shader program to not link properly on some android devices/emulators. | |||
2019-05-21 | Implement shadow to opacity | Bastiaan Olij | |
2019-02-24 | Many separate fixes to ensure non power of 2 textures work on GLES2, closes ↵ | Juan Linietsky | |
#25897 and many others | |||
2019-02-22 | -Support DEPTH_TEXTURE in GLES2, fixes #25106 | Juan Linietsky | |
-Fix use of transparent framebuffers in GLES2 -Fix use of ambient color clearing in GLES2 when no environment exists. | |||
2019-02-13 | Fix typos with codespell | Rémi Verschelde | |
Using codespell 1.14.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang doubleclick lod nd numer que te unselect EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ``` | |||
2019-01-30 | Fix many asan and ubsan reported issues | Hein-Pieter van Braam | |
This allows most demos to run without any ubsan or asan errors. There are still some things in thirdpart/ and some things in AudioServer that needs a look but this fixes a lot of issues. This should help debug less obvious issues, hopefully. This fixes #25217 and fixes #25218 | |||
2019-01-28 | Cleanup and identify ShaderCompilerGLES[23] differences | Rémi Verschelde | |
2019-01-28 | GLES2: Define LIGHT Spatial shader builtin | Rémi Verschelde | |
Fixes #25421. | |||
2019-01-17 | Fix shader compile error line numbers starting at 0. | RedMser | |
2019-01-04 | Merge pull request #24539 from BastiaanOlij/override_gl_position | Rémi Verschelde | |
Override GL_position | |||
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2019-01-01 | Fix missing/malformed license headers | Rémi Verschelde | |
2018-12-29 | Override GL_position | Bastiaan Olij | |
2018-12-02 | Merge pull request #23899 from BastiaanOlij/fix_particle_active | Rémi Verschelde | |
Remapped ACTIVE to shader_active, now works | |||
2018-12-01 | Remapped ACTIVE to shader_active, now works | Bastiaan Olij | |
2018-11-30 | fixed gles2 camera_matrix bug | clayjohn | |
2018-11-19 | Fixed how floats are printed to the GLSL shader, closes #19803 | Juan Linietsky | |
2018-11-14 | Cleaned up and fixed the base_changed function in rasterizers, also fixes #15617 | Juan Linietsky | |
2018-11-10 | Avoid double underscore from breaking glsl compiler, fixes #12880 | Juan Linietsky | |
2018-09-29 | Many fixes to GLES2 renderer, fixed compilation issues in GLES3 shaders. | Juan Linietsky | |
2018-09-23 | -Rewrote GLES2 lighting and shadows and optimized state changes, did many ↵ | Juan Linietsky | |
optimizations, added vertex lighting. -Did some fixes to GLES3 too | |||
2018-09-12 | Make core/ includes absolute, remove subfolders from include path | Rémi Verschelde | |
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes. | |||
2018-08-24 | Make some debug prints verbose-only, remove others | Rémi Verschelde | |
2018-08-24 | [GLES2] fix wrong shader compiler output | Thomas Herzog | |
The `f` postfix was working fine on dekstop GL but not on some mobile drivers. | |||
2018-08-02 | Keeping track of discard | David Sichma | |
Shader compilation now keeps track of the discard key word. Previously only variables were monitored. But discard, which needs special treatment in some cases, went unnoticed by the compiler as discard is not a variable but a flow control. This commit adds monitoring for discard. | |||
2018-07-27 | add initial GLES2 3D renderer | karroffel | |
2018-07-26 | Reduce unnecessary COW on Vector by make writing explicit | Hein-Pieter van Braam | |
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case. | |||
2018-07-22 | Shader lang: Properly assign INSTANCE_ID to gl_InstanceID | Rémi Verschelde | |
Note that gl_InstanceID is not supported in OpenGL ES 2.0, so in the gles2 backend we assign it to 0. Also clean up some duplicates/commented out code. Fixes #20088. | |||
2018-06-13 | A typo in ShaderCompilerGLES2 constructor code '==' used instead of '=' | nemerle | |
2018-04-08 | Merge pull request #17421 from Chaosus/fixshaderbugs | Juan Linietsky | |
Fix few bugs in shader definitions | |||
2018-03-21 | s/2017/2018/g for gles2, websocket, linux appdata | Poommetee Ketson | |