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path: root/drivers/gles3/rasterizer_scene_gles3.h
AgeCommit message (Expand)Author
2019-11-19Fix issues with environment mappingclayjohn
2019-10-11only render depth with alpha prepass on prepassclayjohn
2019-08-08Merge pull request #30714 from Calinou/invert-default-fog-heightRémi Verschelde
2019-08-07Invert and adjust the default fog height valuesHugo Locurcio
2019-07-28add project setting for max lights and reflections in gles3clayjohn
2019-06-15Adding a new Camera Server implementation to Godot.BastiaanOlij
2019-03-26Fixed handling of depth texture so it's resolved and bound when neededDaniel Rakos
2019-03-11Undo #25557 (was not right anyway), fixes #26258Juan Linietsky
2019-02-21Many fixes regarding depth buffer clearing, closes #25994, closes #25975Juan Linietsky
2019-02-01Allow usage of depth texture when contact shadows are disabledKaadmY
2019-01-19Fix #19633 by proper store to &ubo_data.shadow_matrix[1234].marxin
2019-01-01Update copyright statements to 2019Rémi Verschelde
2018-12-15Adding option to re-orient our skyBastiaan Olij
2018-12-11Moved member variables to initializer listWilson E. Alvarez
2018-11-28Added luminance capping to avoid glitches on small dots. closes #17996Juan Linietsky
2018-11-13Add parameter for fog max depth and use alpha as density.Dominique LaSalle
2018-10-07Baker fixesJuan Linietsky
2018-09-12Removed unused function RasterizerSceneGLES3::_copy_to_front_bufferWilson E. Alvarez
2018-07-22transmission was broken, fix was made. Also fixed treshold.Juan Linietsky
2018-07-22Fix opaque pre pass not casting shadowsJuan Linietsky
2018-07-02Added ability for SSAO to affect AO textures tooJuan Linietsky
2018-03-13Fixed several leaks in VisualServerScene, RasterizerSceneGLES3 and Rasterizer...Wilson E. Alvarez
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
2018-01-01Update copyright statements to 2018Rémi Verschelde
2017-12-14-Add lightmapperJuan Linietsky
2017-12-07Style: Apply clang-format again on all filesRémi Verschelde
2017-12-01small fix so shadows dont need to use a separate material for world vertex co...Juan Linietsky
2017-12-01Properly take into consideration that VERTEX must be written to in opaque pre...Juan Linietsky
2017-10-30Merge pull request #12288 from tagcup/expose_viewport_sizeJuan Linietsky
2017-10-26Expose VIEWPORT_SIZE in shader language.Ferenc Arn
2017-10-22Many fixes to SSAO, should be good now.Juan Linietsky
2017-09-29Ability to set a custom FOV makes it possible to use sky on orthogonal view. ...Juan Linietsky
2017-09-21Added proximity and distance fade to SpatialMaterialJuan Linietsky
2017-09-14Renamed function arguments to keep them consistent between declaration and im...Wilson E. Alvarez
2017-09-04Fix opaque pre pass, closes #10472Juan Linietsky
2017-09-01Merge pull request #10846 from hpvb/fix-sign-compareRémi Verschelde
2017-09-01Fix some argument ordering, closes #10010Juan Linietsky
2017-09-01Removed ontop property, added a material rendering priority system. Fixes #99...Juan Linietsky
2017-09-01Fix signed and unsigned comparisonsHein-Pieter van Braam
2017-08-29Changed bools to uint32_t as this may be a compiler bug..Juan Linietsky
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-21Several fixes to subsurface scattering. Closes #9530Juan Linietsky
2017-08-19-Fix all shadow and culling related issues, fixes #9330Juan Linietsky
2017-08-16Synchronize parameter names in definition and declarationTwistedTwigleg
2017-08-11Some fixes for shaders and WebGL2Fabio Alessandrelli
2017-07-22Several changes to better run in mobile.Juan Linietsky
2017-07-15Lots of work on Audio & Physics engine:Juan Linietsky
2017-07-08Merge pull request #9564 from Noshyaar/pr-thresholdRémi Verschelde
2017-07-08Added triplanar mapping, toon mode, and more specular modes for materials. Ad...Juan Linietsky
2017-07-08Refactor 'treshold' to 'threshold'Poommetee Ketson