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2019-03-12GLES2: Fix comments in previous commit that broke rendering (!)Rémi Verschelde
Do NOT use "[vertex]" in a comment... Kids, don't try to learn OpenGL on a production branch right before a stable release.
2019-03-11GLES2: Add comments around EXT_shader_texture_lod checkRémi Verschelde
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.
2019-03-11Revert "GLES2: Ensure extension checks for texture2DLod"Rémi Verschelde
This reverts commit f5f565e3e49eecde9ed3b05913747a50d54b7357.
2019-03-11Revert "GLES2: Fix regression on texture2DLod extension checks"Rémi Verschelde
This reverts commit 8c2d38152fbf41ca9c8a8f9b381b8d271f7f54d3.
2019-03-11GLES2: Fix regression on texture2DLod extension checksRémi Verschelde
These can't be done after any non-preprocessor token.
2019-03-11GLES2: Ensure extension checks for texture2DLodRémi Verschelde
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.
2019-03-04fixed pixel snap precision artifactclayjohn
2019-02-27Fix GCC 5 build after #26331 and cleanup styleRémi Verschelde
Also cleanup after 01a3dd3.
2019-02-24Many separate fixes to ensure non power of 2 textures work on GLES2, closes ↵Juan Linietsky
#25897 and many others
2019-02-24Explicitly use floating point numbers in the our shadersHein-Pieter van Braam
We need to be explicit about using floating point numbers in our shaders for compatibility with mobile GLES drivers.
2019-02-21Revert back to ignoring LIGHT_VEC for 2D shadowsJFonS
2019-02-12Merge pull request #25682 from JFonS/fix_light_canvas_gles2Rémi Verschelde
Fix canvas light shaders on GLES2
2019-02-10Make LIGHT_VEC affect 2D shadows againJFonS
2019-02-07Fix canvas light shaders on GLES2JFonS
2019-01-24Ensure WebGL uses highp by default, and fix some wrong mediump usages. Fixes ↵Juan Linietsky
#22962.
2019-01-23Fix problem with texture2Dlod, closes #25263Juan Linietsky
2019-01-22Implement unpacking for compressed vertex formats on GLES2 when not ↵Juan Linietsky
supported, fixes #22957
2019-01-21webgl1 doesn't like backslashes in #definesantouits
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
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-27-Implented 2D Mesh support for GLES2Juan Linietsky
-Implemented 2D Skeleton deform for GLES2 -Implement Multimesh support for GLES2, closes #20524, closes #21839
2018-12-21GLES2: Define 'lowp' for OpenGL 2.1Rémi Verschelde
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.
2018-12-20Support lights and shadows in GLES2, fixes #21853Juan Linietsky
2018-12-20Style: Fix formatting in GLES2 shadersRémi Verschelde
2018-12-18Change how rects are drawn (and also will help batching eventually), to ↵Juan Linietsky
workaround problem in #9913
2018-10-28Fix GLES2 automatic texture lookup in canvasPedro J. Estébanez
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.
2018-10-02GLES2: Implement pixel snap 2D optionRémi Verschelde
2018-09-30Uses skip_transform in gles2 canvas shadermuiroc
2018-08-27Style: Enable clang-format on GLSL shadersRémi Verschelde
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.
2018-08-24Style: Fix code formatting in GLES2 shadersRémi Verschelde
2018-08-23[GLES2] fix canvas_item sampler allocationThomas Herzog
2018-08-20Revert "Batch GLES2 draw calls"Marcin Zawiejski
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.
2018-08-14Batch GLES2 draw callsMarcin Zawiejski
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).
2018-07-27add initial GLES2 3D rendererkarroffel
2018-03-01add GLES 2 renderer for 2Dkarroffel
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.
2017-08-27Dead code tells no talesRémi Verschelde
2017-06-17Add normalmap support for drawing in all low level primitives. Only added ↵Juan Linietsky
support in Sprite so far.
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
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.
2016-10-05-Added ViewportContainer, this is the only way to make viewports show up in ↵Juan Linietsky
GUI now -2D editing now seems to work -Added some functions and refactoring to Viewport
2016-10-03Begining of GLES3 renderer:Juan Linietsky
-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
2016-09-07Rename misleading definePedro J. Estébanez
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.
2016-01-02Ability to use opacity on distance field textures, fixes #2148Juan Linietsky
2015-12-08-New mask mode for lights, makes using masks MUCH easier.Juan Linietsky
2015-06-24ability to change shadow color in light2dJuan Linietsky
2015-04-27-made normalmaps easier in 2D, fixes #1467Juan Linietsky
2015-04-18-fixed relative path saving to file, fixes #1694Juan Linietsky
2015-04-03fix shadow issue with lights in mix mode, i think fixes #1611Juan Linietsky
2015-04-03Changes to LightJuan Linietsky
-=-=-=-=-=-=-=-= -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
2015-04-02Beta1 Attempt #1Juan Linietsky
-=-==-=-=-=-=-=- -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
2015-04-01fix shadow attenuationJuan Linietsky
2015-03-31fixes for light2d in androids that do not supportJuan Linietsky
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