Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-05-23 | do not compute fog when using unshaded in GLES2 | clayjohn | |
2019-05-21 | Implement shadow to opacity | Bastiaan Olij | |
2019-05-19 | Fix typos with codespell | Rémi Verschelde | |
Using codespell 1.15.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear doubleclick leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ``` | |||
2019-05-14 | Merge pull request #27898 from clayjohn/metallic_radiance | Rémi Verschelde | |
Added radiance when using clear color | |||
2019-05-13 | added radiance when using clear color and fixed brdf | clayjohn | |
2019-05-13 | Merge pull request #27798 from clayjohn/gles2-proj-mat-bug | Rémi Verschelde | |
Fixes bug when setting projection matrix in shader GLES2 | |||
2019-05-07 | Fix SHADOWS_DISABLED flag in GLES2 | Guilherme Souza | |
Signed-off-by: Guilherme Souza <gdsdsilva@inf.ufpel.edu.br> | |||
2019-04-30 | fixes bug when setting projection matrix | clayjohn | |
2019-04-29 | Merge pull request #28431 from SouzaGuilherme/master | Rémi Verschelde | |
Adds flag AMBIENT_LIGHT_DISABLED to GLES2 | |||
2019-04-25 | Adds flag AMBIENT_LIGHT_DISABLED to GLES2 | Guilherme Souza | |
Signed-off-by: Guilherme Souza <gdsdsilva@inf.ufpel.edu.br> | |||
2019-04-12 | fixed bug in mip map sigma | clayjohn | |
2019-03-28 | keep DEPTH from causing compile error in GLES2 | clayjohn | |
2019-03-12 | GLES2: 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. | |||
2019-03-11 | GLES2: Add comments around EXT_shader_texture_lod check | Rémi 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. | |||
2019-03-11 | Revert "GLES2: Ensure extension checks for texture2DLod" | Rémi Verschelde | |
This reverts commit f5f565e3e49eecde9ed3b05913747a50d54b7357. | |||
2019-03-11 | Revert "GLES2: Fix regression on texture2DLod extension checks" | Rémi Verschelde | |
This reverts commit 8c2d38152fbf41ca9c8a8f9b381b8d271f7f54d3. | |||
2019-03-11 | GLES2: Fix regression on texture2DLod extension checks | Rémi Verschelde | |
These can't be done after any non-preprocessor token. | |||
2019-03-11 | GLES2: Ensure extension checks for texture2DLod | Rémi 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. | |||
2019-03-04 | Merge pull request #26567 from clayjohn/pixel_snap_artifact | Rémi Verschelde | |
Fixed pixel snap precision artifact | |||
2019-03-04 | fixed pixel snap precision artifact | clayjohn | |
2019-03-04 | More style cleanup... | Rémi Verschelde | |
2019-03-03 | Skeletons can now choose between using local or world coords for processing, ↵ | Juan Linietsky | |
fixes #26468 | |||
2019-02-27 | Fix GCC 5 build after #26331 and cleanup style | Rémi Verschelde | |
Also cleanup after 01a3dd3. | |||
2019-02-26 | Merge pull request #26286 from kaadmy/gles2_ortho_shadow | Rémi Verschelde | |
Fix orthographic shadow color when using GLES2 | |||
2019-02-25 | Several fixes to make GLES2 on HTML5 work much better. | Juan Linietsky | |
Changed math class error reporting to be a bit less paranoid. | |||
2019-02-25 | Fix orthographic shadow color when using GLES2 | KaadmY | |
2019-02-24 | Many separate fixes to ensure non power of 2 textures work on GLES2, closes ↵ | Juan Linietsky | |
#25897 and many others | |||
2019-02-24 | Explicitly use floating point numbers in the our shaders | Hein-Pieter van Braam | |
We need to be explicit about using floating point numbers in our shaders for compatibility with mobile GLES drivers. | |||
2019-02-23 | Fix vertex lighting in GLES2, closes #25365 | Juan Linietsky | |
2019-02-22 | -Support DEPTH_TEXTURE in GLES2, fixes #25106 | Juan Linietsky | |
-Fix use of transparent framebuffers in GLES2 -Fix use of ambient color clearing in GLES2 when no environment exists. | |||
2019-02-22 | Fix code style issues | Rémi Verschelde | |
2019-02-21 | Revert back to ignoring LIGHT_VEC for 2D shadows | JFonS | |
2019-02-17 | added shadow_color property to gles2 | clayjohn | |
2019-02-12 | Fix fog in GLES2 by using epic hack, closes #25410 | Juan Linietsky | |
2019-02-12 | Merge pull request #25682 from JFonS/fix_light_canvas_gles2 | Rémi Verschelde | |
Fix canvas light shaders on GLES2 | |||
2019-02-10 | Make LIGHT_VEC affect 2D shadows again | JFonS | |
2019-02-07 | Fix canvas light shaders on GLES2 | JFonS | |
2019-01-27 | Properly discard fragments during depth prepass opaque pass, fixes #23321 | Juan Linietsky | |
2019-01-24 | Ensure WebGL uses highp by default, and fix some wrong mediump usages. Fixes ↵ | Juan Linietsky | |
#22962. | |||
2019-01-24 | Makes screen texture work in GLES2 (2D for now), fixes #23604 | Juan Linietsky | |
2019-01-23 | Fix problem with texture2Dlod, closes #25263 | Juan Linietsky | |
2019-01-22 | Implement unpacking for compressed vertex formats on GLES2 when not ↵ | Juan Linietsky | |
supported, fixes #22957 | |||
2019-01-22 | WebGL1 some changes | santouits | |
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 | |||
2019-01-21 | webgl1 doesn't like backslashes in #define | santouits | |
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 | |||
2019-01-04 | Merge pull request #24539 from BastiaanOlij/override_gl_position | Rémi Verschelde | |
Override GL_position | |||
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-12-29 | fixes glsl syntax error | Avril | |
2018-12-29 | Override GL_position | Bastiaan Olij | |
2018-12-27 | -Implented 2D Mesh support for GLES2 | Juan Linietsky | |
-Implemented 2D Skeleton deform for GLES2 -Implement Multimesh support for GLES2, closes #20524, closes #21839 | |||
2018-12-21 | GLES2: Define 'lowp' for OpenGL 2.1 | Rémi 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. |