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path: root/drivers/gles2/shaders/ssao_minify.glsl
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2020-08-13Remove obsolete GLES2 backend codeRémi Verschelde
This code currently isn't compiled (and cannot compile). We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan (probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite different so it's not relevant to keep this old Godot 3.2 code. The `drivers/gles2` code from the `3.2` branch can be used as a reference for a potential new implementation.
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
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
2018-03-01add 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.