Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-08-24 | Style: Fix code formatting in GLES3 shaders | Rémi Verschelde | |
2018-07-05 | Move light 2D rotation to vertex shader | JFonS | |
2018-07-04 | Fix regression of 2D light height | JFonS | |
2018-06-19 | Fix rotation of 2D lights | JFonS | |
2018-05-04 | Skeletal deform working | Juan Linietsky | |
2018-05-03 | Skeleton for 2D WIP | Juan Linietsky | |
2018-04-13 | Fixes canvas light shaders. | Pieter-Jan Briers | |
Fixes #16904 Restore more out functionality, fix built-ins. Requested changes, I think? | |||
2018-01-12 | Set correct types on a couple variables inside the canvas.glsl | MrCdK | |
2018-01-02 | Some fixes to improve precision and speed on Android. Fixes precision issues ↵ | Juan Linietsky | |
on Mali and PowerVR. | |||
2017-12-19 | Fix pixel snap not being used in 3.0 | Guilherme Silva | |
2017-11-12 | remove half_texpixel in canvas since no longer used | Juan Linietsky | |
2017-11-11 | Fixed a bug where clamp_uv was clamping one pixel short, stretching the last ↵ | Nathan Warden | |
pixels. | |||
2017-09-29 | Ability to set a custom FOV makes it possible to use sky on orthogonal view. ↵ | Juan Linietsky | |
Closes #9186 | |||
2017-09-06 | Fix frame selection in 2D particles, closes #10668 | Juan Linietsky | |
2017-09-04 | Don't compare float to int | Henrik Andersson | |
2017-09-01 | add shadow_filter variant PCF7 | letheed | |
2017-08-31 | Merge pull request #10417 from bojidar-bg/x-fix-tilemap-transpose | Rémi Verschelde | |
Implement texture UV transpose in the gles3 renderer | |||
2017-08-29 | Implement texture UV transpose in the gles3 renderer | Bojidar Marinov | |
Now tilemap rotations work again \o/ | |||
2017-08-25 | fix shadow filter pcf5 implemented as pcf7 | letheed | |
2017-08-11 | Some fixes for shaders and WebGL2 | Fabio Alessandrelli | |
Add padding to UBO data to be multiple of 16 bytes Add precision definition for samplers Replace texture2D (deprecated) with texture in shaders | |||
2017-06-28 | Fixed NinePatches not working on HTML5 | Robert Hernandez | |
2017-06-26 | -Fixed SCREEN_TEXTURE and other related 2D shader parameters. | Juan Linietsky | |
-Fixded BackBuffercopy object | |||
2017-06-21 | -Moved NinePatch to shader, saves a ton of draw calls rendering UI | Juan Linietsky | |
-Implemented missing stretch modes, now tile and tile fit work | |||
2017-06-21 | 2D GPU Particles working.. | Juan Linietsky | |
2017-06-18 | Texture rect_region drawing now clamps UV to avoid bleeding. This avoids ↵ | Juan Linietsky | |
scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it. | |||
2017-06-17 | Add normalmap support for drawing in all low level primitives. Only added ↵ | Juan Linietsky | |
support in Sprite so far. | |||
2017-06-16 | TIME constant reverted to a single float, fixes #9123 | Juan Linietsky | |
2017-06-14 | Merge pull request #9109 from RandomShaper/optimize-2d-lighting | Juan Linietsky | |
Add AT_LIGHT_PASS builtin to canvas shaders | |||
2017-06-15 | Add AT_LIGHT_PASS builtin to canvas shaders | Pedro J. Estébanez | |
This one allows for complex shaders paired with a simple lighting shader to skip code that would otherwise be pointlessly (and wastefully) run during the light pass. Depending on your game (number of items and lights), this can yield some performance gain. | |||
2017-06-13 | -Fixed occluder rendering, closes #8560 | Juan Linietsky | |
-Ability to smooth out 2D shadow filters | |||
2017-06-01 | Rework shading modes and change location of light shader | Juan Linietsky | |
2017-01-14 | Style: Fix whole-line commented code | Rémi Verschelde | |
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code. | |||
2016-10-10 | 2D Shaders are working again using the new syntax, though all is buggy in ↵ | Juan Linietsky | |
general | |||
2016-10-03 | Begining 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 |