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path: root/drivers/gles3/shaders/SCsub
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2022-11-29Add Skeletons and Blend Shapes to the OpenGL rendererclayjohn
This uses a similar multipass approach to blend shapes as Godot 3.x, the major difference here is that we need to convert the normals and tangents to octahedral for rendering. Skeletons work the same as the Vulkan renderer except the bones are stored in a texture as they were in 3.x.
2022-11-14Add GPUParticles to the OpenGL3 renderer.clayjohn
This includes collision (2D SDF, Box, Sphere, Heightmap), attraction (Box, Sphere), and all sorting modes. This does not include 3D SDF collisions, trails, or manual emission.
2022-10-28Add 2D shadows and canvas SDF to OpenGL3 rendererclayjohn
This is an initial implementation based on the current RD implementation Performance will improve later
2022-07-02SCons: Properly track codegen script dependency for generated GLSL headersRémi Verschelde
2022-05-16Add basic lighting to GLES3 renderer.clayjohn
This includes all three light types and IBL, but does not include shadows or any form of GI
2022-05-11SceneShader compilingclayjohn
2022-04-29Rename Transform2D "elements" to "columns"Aaron Franke
2022-04-26Overhaul GLES3: Add basis for 3D renderer, overhaul materials and texturesclayjohn
2022-01-11New OpenGL batching canvas rendererclayjohn
2022-01-11WIP New GLES3 Shader Compilerreduz
Uses versions and specializations (more similar to RenderingDevice version)
2021-10-31Use OpenGL 3.3 core profile instead of compatibility profileClay John
- Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints.
2020-02-13Remove obsolete GLES3 backendRémi Verschelde
Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
2018-10-02Moving lens distortion shader into drivers and adding GLES2 supportBastiaan Olij
2017-08-27Make build scripts Python3 compatibleMatthias Hoelzl
- The Windows, UWP, Android (on Windows) and Linux builds are tested with Scons 3.0 alpha using Python 3. - OSX and iOS should hopefully work but are not tested since I don't have a Mac. - Builds using SCons 2.5 and Python 2 should not be impacted.
2017-06-25BuildSystem: generated files have .gen.extensionPoommetee Ketson
2016-12-30begin work on new particle systemreduz
2016-12-07Tonemapping and Auto Exposure supportJuan Linietsky
2016-12-04Support for SSAOJuan Linietsky
2016-12-02Subsurface scattering material param is now working!Juan Linietsky
2016-11-29Screen space reflection effectJuan Linietsky
2016-11-24Blend shapes using transform feedback (GPU)Juan Linietsky
2016-11-09all light types and shadows are working, pending a lot of clean-upJuan Linietsky
2016-10-21More scene work, can display a skyboxJuan Linietsky
2016-10-19Everything returning to normal in 3D, still a long way to goJuan Linietsky
-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
2016-10-03Begining of GLES3 renderer:Juan Linietsky
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working