Age | Commit message (Collapse) | Author |
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Do NOT use "[vertex]" in a comment...
Kids, don't try to learn OpenGL on a production branch right before
a stable release.
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To avoid reintroducing bugs as I did in #26928 and #26932.
texture2DLodEXT and textureCubeLodEXT are only for the fragment shader with
https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_shader_texture_lod.txt
In the vertex shader, texture2DLod and textureCubeLod are built-in.
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This reverts commit f5f565e3e49eecde9ed3b05913747a50d54b7357.
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This reverts commit 8c2d38152fbf41ca9c8a8f9b381b8d271f7f54d3.
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These can't be done after any non-preprocessor token.
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In canvas.glsl and scene.glsl, we were using texel2DFetch from stdlib.glsl,
which uses texture2DLod. In both cases, the stdlib.glsl include came before
the define of texture2DLod.
Might fix issues for drivers that don't support GL_EXT_shader_texture_lod.
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Also cleanup after 01a3dd3.
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#25897 and many others
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We need to be explicit about using floating point numbers in our shaders
for compatibility with mobile GLES drivers.
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Fix canvas light shaders on GLES2
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#22962.
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supported, fixes #22957
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According to
https://www.khronos.org/registry/OpenGL/specs/es/2.0/GLSL_ES_Specification_1.00.pdf
, backslashes aren't necessary supported as line continuation characters
in preprocessor directives
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Happy new year to the wonderful Godot community!
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-Implemented 2D Skeleton deform for GLES2
-Implement Multimesh support for GLES2, closes #20524, closes #21839
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Precision qualifiers are only used on OpenGL ES 2.0 and 3.0,
and while OpenGL 3.3 defines them for compatibility (but without
practical effect), they're missing from OpenGL 2.1, so we define
them to prevent compilation errors.
Fixes #24521.
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workaround problem in #9913
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After this change the color will only be fetched if the shader code doesn't use it explicitly, to match the GLES3 behaviour.
Fixes #23179.
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As of clang-format 6.0.1, putting the `/* clang-format off */` hint
around our "invalid" `[vertex]` and `[shader]` statements isn't enough
to prevent a bogus indent of the next comments and first valid statement,
so we need to enclose that first valid statement in the unformatted chunk.
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This reverts commit f55039b194bbbd8d797b667d67e5677fb429d356.
The GLES2 batching seems to require more testing and tweaking in order
to actually make the performance better on Android devices. It's been
proved with #21184 that the current implementation has it's drawbacks
therefore I suggest reverting the commit for now.
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Adds GLES2 draw calls batching for the same render list item that uses
multiple rasterizer commands (e.g. Label node; a node with multiple
GDScript draw_* calls).
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This commit adds a new rendering backend, GLES2, and adds a
project setting to enable it.
Currently this backend can only be used on the X11 platform,
but integrating into other platforms is planned.
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support in Sprite so far.
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They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
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GUI now
-2D editing now seems to work
-Added some functions and refactoring to Viewport
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-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
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The macro USE_LIGHT_SHADOW_COLOR actually was being defined when the shader used SHADOW (the output shadow color), not the shadow color set for the light so it's better named USE_OUTPUT_SHADOW_COLOR. In 3D there's not that difference but renaming as well for consistency.
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-=-=-=-=-=-=-=-=
-Changed material unshaded property for an enum, which supports light-only shading
-Added a "Mix" shading mode, useful for using lights as masks
-Added energy parameter to Light2D
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-=-==-=-=-=-=-=-
-Small fixes in canvas item light shader
-Fixed compilation in server target
-Export for Android makes 32 bits display as default
-changed version to 1.1beta1
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read depth
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