Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-10-25 | GLES2: Fix shadows shader error for SpotLights | Rémi Verschelde | |
Fixes #23268. | |||
2018-10-24 | GLES2: Fix typo in tangent calculation | Rémi Verschelde | |
Thanks @tagcup for the find. Fixes #23234. | |||
2018-10-06 | Format GLES2 scene.glsl | Leon Krause | |
2018-10-06 | Fix GLES2 uniform precision | Leon Krause | |
2018-10-03 | Fix #22591: shader failed to compile when shadow enabled because of ↵ | Jean-François Michaud | |
incompatible assignment of vec3 to a vec4. | |||
2018-10-02 | vertex lit optimization for fog. | Juan Linietsky | |
2018-10-02 | Implemented FOG support in GLES2. | Juan Linietsky | |
2018-10-02 | Bring accidentally commented out lines back. | Ferenc Arn | |
Oversight by me in #22483. GLES2 doesn't seem to be supporting anisotropy at the moment anyway ---in case it gets revived. | |||
2018-10-02 | Merge pull request #22483 from tagcup/fresnel | Rémi Verschelde | |
Restore the Fresnel term in the BRDF. | |||
2018-10-02 | Style: Run clang-format on shaders again | Rémi Verschelde | |
2018-09-30 | -Many GLES2 optimizations | Juan Linietsky | |
-Android export fixes (use ETC if GLES2 backend in use) -revert to thekla atlas because xatlas is not working well | |||
2018-09-30 | Optimized GGX G function for GLES2. | tagcup | |
Also changed the mapping of anisotropy to match the common definition. | |||
2018-09-30 | Restore the Fresnel term in the BRDF. | Ferenc Arn | |
Was uncommented in 65fd37c, mostly likely by mistake since its important. Also made a few corrections of specular -> specular_blob_intensity (gles2). | |||
2018-09-30 | Style: Run clang-format on recent shader changes | Rémi Verschelde | |
2018-09-29 | Some more GLES2 tuning.. | Juan Linietsky | |
2018-09-29 | Many more GLES2 fixes | Juan Linietsky | |
2018-09-29 | This fixes a bug in refprobe blending, but I have no idea when I fixed it. ↵ | Juan Linietsky | |
It just started working all of sudden.. | |||
2018-09-29 | Many fixes to GLES2 renderer, fixed compilation issues in GLES3 shaders. | Juan Linietsky | |
2018-09-28 | -Lightmap and lightmap capture support for GLES2 | Juan Linietsky | |
-Added hint to not show some properties when running on low end gfx | |||
2018-09-28 | Reflection probe support in GLES2 back-end. | Juan Linietsky | |
2018-09-23 | Fix build after 65fd37c1, using Math_PI | Rémi Verschelde | |
Also fix style in shaders. | |||
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 | |||
2018-08-27 | Style: Enable clang-format on GLSL shaders | Rémi 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. | |||
2018-08-24 | Style: Fix code formatting in GLES2 shaders | Rémi Verschelde | |
2018-08-24 | Merge pull request #21318 from karroffel/gles2-shader-fixes | Thomas Herzog | |
[GLES2] attempt to fix some android problems | |||
2018-08-23 | [GLES2] attempt to fix some android problems | Thomas Herzog | |
2018-08-23 | enable hardware skeletons | Thomas Herzog | |
2018-08-12 | Fix handling of normals that approach 1 | Nick Hahn | |
2018-08-08 | Merge pull request #20805 from karroffel/gles2-misc-fixes | Thomas Herzog | |
unhacking some GLES2 code | |||
2018-08-08 | GLES2 refactors | Thomas Herzog | |
This commit unhacks some parts of the 3D rendering. Most notably: - possibility to use negative texture units (no longer weird manual index allocation for user samplers) - refactoring of light code, now sorts in a different way, should yield better performance - fixes a crash while saving (because of "Illegal instruction" execution) when using a decent compiler (clang, it's clang. Thanks GCC for not telling me about UB). | |||
2018-08-07 | Tweak the default SpatialMaterial properties | Hugo Locurcio | |
Roughness is now set to 1 by default and albedo is now white, even on meshes that do not have any materials defined. This means there is no longer a visual difference between a mesh with no materials defined and a mesh with a default SpatialMaterial defined. | |||
2018-07-27 | add initial GLES2 3D renderer | karroffel | |
2018-03-01 | add GLES 2 renderer for 2D | karroffel | |
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. |