Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-05-23 | Merge pull request #29031 from BastiaanOlij/alpha_shadow | Rémi Verschelde | |
Implement shadow to opacity | |||
2019-05-21 | Implement shadow to opacity | Bastiaan Olij | |
2019-05-19 | Scale environment lighting correctly in GLES3 | clayjohn | |
2019-05-14 | fix lighting bug introduced in clear color changes | clayjohn | |
2019-05-13 | added radiance when using clear color and fixed brdf | clayjohn | |
2019-03-03 | Skeletons can now choose between using local or world coords for processing, ↵ | Juan Linietsky | |
fixes #26468 | |||
2019-02-24 | Explicitly use floating point numbers in the our shaders | Hein-Pieter van Braam | |
We need to be explicit about using floating point numbers in our shaders for compatibility with mobile GLES drivers. | |||
2019-02-22 | Fix precision issue with skeletons, closes #26057, closes #26062 | Juan Linietsky | |
2019-01-21 | Cleanup after @reduz :) | Rémi Verschelde | |
Fixes #25172. | |||
2019-01-14 | Use GLES2 approach to vertex shading in GLES3, which has been more ↵ | Juan Linietsky | |
developed. Fixes #21852 | |||
2018-12-29 | Override GL_position | Bastiaan Olij | |
2018-12-21 | Fixed fragment shader compilation error on android (S0001: Cannot compare ↵ | PouleyKetchoupp | |
'float' with 'int') | |||
2018-12-11 | Merge pull request #23483 from clayjohn/fragment_camera_view | Rémi Verschelde | |
Make VIEW vector available in fragment shader | |||
2018-12-11 | make VIEW vector available in fragment | clayjohn | |
2018-11-28 | Fix style issues and signature mismatch | Rémi Verschelde | |
2018-11-23 | Avoid voxel cone trace from going full 180 degrees, fixes #20716 | Juan Linietsky | |
2018-11-21 | Ensure double sided normalmaps work, fixes #23760 | Juan Linietsky | |
2018-11-16 | Fix shader bug likely introduced recently. | Juan Linietsky | |
2018-11-16 | Removed unnecesary normal multiplication (only culling was really needed), ↵ | Juan Linietsky | |
fixes #17776 | |||
2018-11-14 | Merge pull request #23248 from dlasalle/fog | Juan Linietsky | |
Add parameters for fog end depth and use alpha as density. | |||
2018-11-13 | Add parameter for fog max depth and use alpha as density. | Dominique LaSalle | |
2018-11-12 | Merge pull request #22639 from tagcup/opt | Rémi Verschelde | |
Avoid some unnecessary calculations in scene.glsl. | |||
2018-10-22 | Fix gles3 shader to actually multiply specular light by rev_amount for fog ↵ | Dominique LaSalle | |
calculations. | |||
2018-10-11 | Avoid some unnecessary calculations in scene.glsl. | Ferenc Arn | |
2018-10-07 | Baker fixes | Juan Linietsky | |
2018-09-30 | Optimized GGX G function for GLES2. | tagcup | |
Also changed the mapping of anisotropy to match the common definition. | |||
2018-09-30 | Restore the Fresnel term in the BRDF. | Ferenc Arn | |
Was uncommented in 65fd37c, mostly likely by mistake since its important. Also made a few corrections of specular -> specular_blob_intensity (gles2). | |||
2018-09-29 | Many fixes to GLES2 renderer, fixed compilation issues in GLES3 shaders. | Juan Linietsky | |
2018-09-23 | Fix build after 65fd37c1, using Math_PI | Rémi Verschelde | |
Also fix style in shaders. | |||
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 | |||
2018-08-27 | Style: Enable clang-format on GLSL shaders | Rémi Verschelde | |
As of clang-format 6.0.1, putting the `/* clang-format off */` hint around our "invalid" `[vertex]` and `[shader]` statements isn't enough to prevent a bogus indent of the next comments and first valid statement, so we need to enclose that first valid statement in the unformatted chunk. | |||
2018-08-24 | Style: Fix code formatting in GLES3 shaders | Rémi Verschelde | |
2018-08-12 | Fix handling of normals that approach 1 | Nick Hahn | |
2018-08-07 | Tweak the default SpatialMaterial properties | Hugo Locurcio | |
Roughness is now set to 1 by default and albedo is now white, even on meshes that do not have any materials defined. This means there is no longer a visual difference between a mesh with no materials defined and a mesh with a default SpatialMaterial defined. | |||
2018-07-22 | transmission was broken, fix was made. Also fixed treshold. | Juan Linietsky | |
2018-07-22 | Fix opaque pre pass not casting shadows | Juan Linietsky | |
2018-07-17 | Add disable ambient light flag to shaders and materials | Alex Roman | |
2018-07-04 | Merge pull request #19786 from JFonS/correct_normal_scaling | Rémi Verschelde | |
Add render mode to ensure correct normals when using non-uniform scaling | |||
2018-07-02 | Added ability for SSAO to affect AO textures too | Juan Linietsky | |
2018-06-21 | Add render mode to ensure correct normals when using non-uniform scaling | JFonS | |
2018-03-29 | Added flag on SpatialMaterial to disable shadows | JFonS | |
2018-01-11 | Fixed graphic artifact caused by anisotropic filter | AndreaCatania | |
2018-01-10 | Clamp blend to fix screen space reflections | Bastiaan Olij | |
2018-01-06 | properly blend interior and exterior ambient in reflection probes, fixes #14695 | Juan Linietsky | |
2018-01-06 | Use better initialization value for normalmap, fixes #14720 | Juan Linietsky | |
2018-01-05 | Fix dual paraboloid shadow maps, closes #14487 | Juan Linietsky | |
2018-01-05 | Fixed GIProbe blending, closes #15164 | Juan Linietsky | |
2017-12-26 | Merge pull request #14796 from AlmightyScientist/issue-14552 | Juan Linietsky | |
Shader Language: Fix Vertex Lighting artifacts. | |||
2017-12-26 | Fix sidedness check in material. Also remove SIDE built-in. | Juan Linietsky | |
2017-12-21 | Change skeleton processing to work on global coordinates, should help fix ↵ | Juan Linietsky | |
many import problems from Blender, GLTF2, etc. |