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2019-01-23Remove unused method in RasterizerStorageGLES2Rémi Verschelde
Added in 4f4e46edd539b0c26a6b086aa19c303b10de66b1 but not used in the end.
2019-01-22Implement unpacking for compressed vertex formats on GLES2 when not ↵Juan Linietsky
supported, fixes #22957
2019-01-22Do not use shadow cubemaps if depth write is not supported to avoid errors, ↵Juan Linietsky
closes #25219
2019-01-22Changes to GLES2 renderer to not use cube shadows if not available, fixes #25132Juan Linietsky
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
2019-01-18Use 16 bit indices on phones that dont support 32, fixes #19797Juan Linietsky
2019-01-17Fix shader compile error line numbers starting at 0.RedMser
2019-01-17Fixes to 2D lights, closes #24750Juan Linietsky
2019-01-16Ensure texture hints are obeyed, fixes #24875Juan Linietsky
2019-01-15GLES2: Fix typo in project settingRémi Verschelde
It used a different name than the equivalent GLES3 parameter.
2019-01-14Implement black margins in GLES2, which was missing, fixes #24556Juan Linietsky
2019-01-14GLES2: Make Nvidia flicker workaround opt-inRémi Verschelde
It has a big impact on 2D and text rendering performance (cf. #24466) so the solution seems worse than the bug it aims to work around. It's now opt-in via "rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" for those who need it and have a simple enough game for the performance drop not to be an issue. Fixes #24466.
2019-01-14Was not properly re-setting light uniforms, fixes #24976Juan Linietsky
2019-01-14Do not use the workaround for desktop nvidia on mobile and html5.Juan Linietsky
2019-01-11GLES2: Clarify why we exclude debug code on iOSRémi Verschelde
Supersedes and closes #24873.
2019-01-07Fix background color rendering on GLES2 (linear should not be used)Juan Linietsky
2019-01-06Change blend equation for canvasitemsDaeil Kim
2019-01-04Merge pull request #24539 from BastiaanOlij/override_gl_positionRémi Verschelde
Override GL_position
2019-01-02Fix negative size rectangle drawingMarcin Zawiejski
Fixes rectangle being drawn as it was a non-negative size in case it actually is. This can be observed e.g. when drawing a negative size selection rectangle (i.e. press mouse button and move cursor up and left).
2019-01-01Merge pull request #24687 from DavidSichma/draw-rect-rotRémi Verschelde
fix draw_rect rotation
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2019-01-01Fix missing/malformed license headersRémi Verschelde
2018-12-31fix draw_rect rotationDavid Sichma
2018-12-30Merge pull request #24661 from humblers/fix-unshaded-gles2Rémi Verschelde
Fix unshaded light mode on GLES2
2018-12-30Merge pull request #24653 from avril-gh/fixes-syntax-error-in-scene-glslRémi Verschelde
fixes glsl syntax error
2018-12-30Change unshaded logic to match with GLES3Daeil Kim
2018-12-29fixes glsl syntax errorAvril
2018-12-29Override GL_positionBastiaan Olij
2018-12-29Fix texture type not being initialisedBastiaan 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.
2018-12-21Reverse RGBA shadow test on GLES2Juan Linietsky
2018-12-21Further GLES2 fixesJuan Linietsky
2018-12-21Fixes to framebuffer formats for GLES2, closes #24518Juan Linietsky
2018-12-20Remove usage of VAO, which does not work in GLES2Juan Linietsky
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
2018-12-18Reduce considerably the cubemap sizes on sky, to better match GLES3, fixes ↵Juan Linietsky
#21551
2018-12-18Actually respect the low quality cubemap filter on mobile, should fix ↵Juan Linietsky
crashes on mobile for #21551 but not sure on intel.
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
2018-12-12Merge pull request #24241 from Rubonnek/move-to-initializer-listRémi Verschelde
Moved member variables to initializer list
2018-12-11Moved member variables to initializer listWilson E. Alvarez
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