Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-11-14 | Cleaned up and fixed the base_changed function in rasterizers, also fixes #15617 | Juan Linietsky | |
2018-11-10 | Avoid double underscore from breaking glsl compiler, fixes #12880 | Juan Linietsky | |
2018-10-06 | Added the ability to write to gl_FragDepth. It doesn't affect the depth prepass. | QbieShay | |
2018-09-27 | Fix warnings about unhandled enum value in switch [-Wswitch] | Rémi Verschelde | |
Fixes GCC 5 warnings of the form: core/io/http_client.cpp:288:9: warning: enumeration value 'STATUS_SSL_HANDSHAKE_ERROR' not handled in switch [-Wswitch] core/io/marshalls.cpp:806:9: warning: enumeration value 'AABB' not handled in switch [-Wswitch] Those can be trivial cases where adding a default fallback is the solution, or more complex issues/hidden bugs where missed values are actually meant to be handled. | |||
2018-09-23 | -Rewrote GLES2 lighting and shadows and optimized state changes, did many ↵ | Juan Linietsky | |
optimizations, added vertex lighting. -Did some fixes to GLES3 too | |||
2018-09-12 | Make core/ includes absolute, remove subfolders from include path | Rémi Verschelde | |
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes. | |||
2018-08-24 | Make some debug prints verbose-only, remove others | Rémi Verschelde | |
2018-08-08 | Merge pull request #20681 from DavidSichma/master | Juan Linietsky | |
Keeping track of discard | |||
2018-08-02 | Keeping track of discard | David Sichma | |
Shader compilation now keeps track of the discard key word. Previously only variables were monitored. But discard, which needs special treatment in some cases, went unnoticed by the compiler as discard is not a variable but a flow control. This commit adds monitoring for discard. | |||
2018-07-30 | add 3D textures | Thomas Herzog | |
2018-07-26 | Reduce unnecessary COW on Vector by make writing explicit | Hein-Pieter van Braam | |
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case. | |||
2018-07-22 | Shader lang: Properly assign INSTANCE_ID to gl_InstanceID | Rémi Verschelde | |
Note that gl_InstanceID is not supported in OpenGL ES 2.0, so in the gles2 backend we assign it to 0. Also clean up some duplicates/commented out code. Fixes #20088. | |||
2018-07-17 | Add disable ambient light flag to shaders and materials | Alex Roman | |
2018-06-21 | Add render mode to ensure correct normals when using non-uniform scaling | JFonS | |
2018-05-07 | Merge pull request #17845 from JFonS/disable_spatial_shadows | Juan Linietsky | |
Added flag on SpatialMaterial to disable shadows | |||
2018-04-13 | Fixes canvas light shaders. | Pieter-Jan Briers | |
Fixes #16904 Restore more out functionality, fix built-ins. Requested changes, I think? | |||
2018-03-29 | Added flag on SpatialMaterial to disable shadows | JFonS | |
2018-02-07 | using TIME in light shader enables uses_fragment_time | karroffel | |
The GLES3 shader compiler performs certain checks to enable or disable the usage of certain uniform variables (and with that the set-up of UBOs). If the `TIME` variable gets used inside the `vertex` function then the renderer knows that it has to insert that value into the UBO. The same applies to the `fragment` function. The `light` function gets executed inside the fragment shader for every light source that is relevant to the current pixel. If the `TIME` variable gets used in that function then it needs to be present in the fragment-UBO. The check for this was missing, so if a shader uses `TIME` inside `light` but not inside `fragment` then the uniform will not actually be set up. | |||
2018-01-12 | Fix mat2 alignment | binbitten | |
2018-01-12 | Fix mat2 alignment | Juan Linietsky | |
2018-01-12 | Fix uniform alignment, closes #14962 | Juan Linietsky | |
2018-01-10 | Shader Language: Fixes EXTRA_MATRIX undefined. | AlmightyScientist | |
Fixes #15453. | |||
2018-01-06 | Improve detection of variable writing in shader, fixes #15177 | Juan Linietsky | |
2018-01-05 | Add missing copyright headers and fix formatting | Rémi Verschelde | |
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module. | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-12-26 | Fix sidedness check in material. Also remove SIDE built-in. | Juan Linietsky | |
2017-12-14 | Fixes built-In "LIGHT" causing fragment compilation error | Arnaud PEZEL | |
Add a rename for shader LIGHT built-in, Fix bug #14537 | |||
2017-12-10 | PropertyEditor: Filter out resource_local_to_scene | Rémi Verschelde | |
This lets the empty "Global" category disappear again. Also silence a debug print. | |||
2017-11-27 | Added interpolation modifiers to shaderlang | Scayze | |
2017-11-14 | Enable light shaders when light variables are used | George Marques | |
2017-10-30 | Merge pull request #12288 from tagcup/expose_viewport_size | Juan Linietsky | |
Expose VIEWPORT_SIZE in shader language. | |||
2017-10-27 | Fix shader compiler typo gl_FrotFace | Scayze | |
2017-10-26 | Expose VIEWPORT_SIZE in shader language. | Ferenc Arn | |
Fixes #11710. | |||
2017-10-23 | Revert "Rename Schlick GGX to GGX." | Rémi Verschelde | |
2017-10-21 | Rename Schlick GGX to GGX. | Ferenc Arn | |
Schlick's approximation and GGX are orthogonal concepts. Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it. The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig. | |||
2017-10-14 | Fix render mode specular schlick ggx | Hiroshi Ogawa | |
2017-09-29 | Ability to set a custom FOV makes it possible to use sky on orthogonal view. ↵ | Juan Linietsky | |
Closes #9186 | |||
2017-09-27 | Fixes to light shaders, should work now.. | Juan Linietsky | |
2017-09-23 | Added light affect parameter to baked AO | Juan Linietsky | |
2017-09-21 | Added proximity and distance fade to SpatialMaterial | Juan Linietsky | |
2017-09-13 | Style: Apply clang-format to @reduz's changes | Rémi Verschelde | |
[ci skip] | |||
2017-09-05 | Added support for for, break and continue. Closes #10560, closes #10661 | Juan Linietsky | |
2017-09-03 | Added transmission shader parameter. | Juan Linietsky | |
2017-08-29 | removed DISCARD built in variable, replaced by actual discard GLSL ↵ | Juan Linietsky | |
instruction, fixes #9677 | |||
2017-08-27 | Dead code tells no tales | Rémi Verschelde | |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-08 | -Restored Sprite3D to working function, fixes #2061, fixes #9738 | Juan Linietsky | |
-Restored an alpha scissor property in Material | |||
2017-07-08 | Some adjustments to toon material to make it more flexible | Juan Linietsky | |
Ability to also disable specular | |||
2017-07-08 | Added triplanar mapping, toon mode, and more specular modes for materials. ↵ | Juan Linietsky | |
Added multipass support for materials. | |||
2017-07-08 | -Added triplanar mapping modes | Juan Linietsky | |
-Some fixes to shader lang |