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path: root/drivers/gles2/shaders
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2019-02-21Revert back to ignoring LIGHT_VEC for 2D shadowsJFonS
2019-02-17added shadow_color property to gles2clayjohn
2019-02-12Fix fog in GLES2 by using epic hack, closes #25410Juan Linietsky
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
2019-01-27Properly discard fragments during depth prepass opaque pass, fixes #23321Juan Linietsky
2019-01-24Ensure WebGL uses highp by default, and fix some wrong mediump usages. Fixes ↵Juan Linietsky
#22962.
2019-01-24Makes screen texture work in GLES2 (2D for now), fixes #23604Juan Linietsky
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
2019-01-22WebGL1 some changessantouits
glRenderBufferStorage doesn't accept the _DEPTH_COMPONENT24_OES so I changed it to GL_DEPTH_COMPONENT16 https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/renderbufferStorage https://www.khronos.org/registry/webgl/extensions/rejected/OES_depth24/ Enabled ext_shader_texture_lod extension. I guess it does the same like the GL_ARB_shader_texture_lod extension, but in WebGL1 https://www.khronos.org/registry/webgl/extensions/EXT_shader_texture_lod/ And last WebGL1 doesn't allow indexes not constant, so I changed it into a loop reading this: https://stackoverflow.com/questions/19529690/index-expression-must-be-constant-webgl-glsl-error
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
2019-01-04Merge pull request #24539 from BastiaanOlij/override_gl_positionRémi Verschelde
Override GL_position
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-29fixes glsl syntax errorAvril
2018-12-29Override GL_positionBastiaan Olij
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
2018-12-20fix gles2 spotlight problemGitea
2018-12-19Properly support light shaders in GLES2, fixes #21651Juan Linietsky
2018-12-18Change how rects are drawn (and also will help batching eventually), to ↵Juan Linietsky
workaround problem in #9913
2018-12-16Merge pull request #24366 from BastiaanOlij/adjust_sky_orientationRémi Verschelde
Adding option to re-orient our sky
2018-12-16Fix highp issue in lens shader on gles2Bastiaan Olij
2018-12-15Adding option to re-orient our skyBastiaan Olij
2018-12-11Merge pull request #23483 from clayjohn/fragment_camera_viewRémi Verschelde
Make VIEW vector available in fragment shader
2018-12-11make VIEW vector available in fragmentclayjohn
2018-12-11gles2 implemented VIEWPORT_SIZE builtin for spatial shadermuiroc
2018-11-24Fixed black artifacts on SpatialMaterial [GLES2]David Sichma
2018-11-16Removed unnecesary normal multiplication (only culling was really needed), ↵Juan Linietsky
fixes #17776
2018-11-14Merge pull request #23248 from dlasalle/fogJuan Linietsky
Add parameters for fog end depth and use alpha as density.
2018-11-13Add parameter for fog max depth and use alpha as density.Dominique LaSalle
2018-11-12Merge pull request #22639 from tagcup/optRémi Verschelde
Avoid some unnecessary calculations in scene.glsl.
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.
2018-10-25GLES2: Fix shadows shader error for SpotLightsRémi Verschelde
Fixes #23268.
2018-10-24Merge pull request #23186 from BastiaanOlij/fix_gles2_stereo_skyRémi Verschelde
Fixed stereoscopic (VR) sky in GLES2
2018-10-24GLES2: Fix typo in tangent calculationRémi Verschelde
Thanks @tagcup for the find. Fixes #23234.
2018-10-21Fixed stereoscopic (VR) sky in GLES2Bastiaan Olij
2018-10-11Avoid some unnecessary calculations in scene.glsl.Ferenc Arn
2018-10-06Format GLES2 scene.glslLeon Krause
2018-10-06Fix GLES2 uniform precisionLeon Krause
2018-10-03Fix #22591: shader failed to compile when shadow enabled because of ↵Jean-François Michaud
incompatible assignment of vec3 to a vec4.
2018-10-02vertex lit optimization for fog.Juan Linietsky
2018-10-02Implemented FOG support in GLES2.Juan Linietsky
2018-10-02Merge pull request #22627 from akien-mga/gles2-pixel-snapRémi Verschelde
GLES2: Implement pixel snap 2D option
2018-10-02Bring 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.
2018-10-02GLES2: Implement pixel snap 2D optionRémi Verschelde
2018-10-02Merge pull request #22483 from tagcup/fresnelRémi Verschelde
Restore the Fresnel term in the BRDF.