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path: root/drivers/gles3/shaders/scene.glsl
AgeCommit message (Collapse)Author
2019-05-23Merge pull request #29031 from BastiaanOlij/alpha_shadowRémi Verschelde
Implement shadow to opacity
2019-05-21Implement shadow to opacityBastiaan Olij
2019-05-19Scale environment lighting correctly in GLES3clayjohn
2019-05-14fix lighting bug introduced in clear color changesclayjohn
2019-05-13added radiance when using clear color and fixed brdfclayjohn
2019-03-03Skeletons can now choose between using local or world coords for processing, ↵Juan Linietsky
fixes #26468
2019-02-24Explicitly use floating point numbers in the our shadersHein-Pieter van Braam
We need to be explicit about using floating point numbers in our shaders for compatibility with mobile GLES drivers.
2019-02-22Fix precision issue with skeletons, closes #26057, closes #26062Juan Linietsky
2019-01-21Cleanup after @reduz :)Rémi Verschelde
Fixes #25172.
2019-01-14Use GLES2 approach to vertex shading in GLES3, which has been more ↵Juan Linietsky
developed. Fixes #21852
2018-12-29Override GL_positionBastiaan Olij
2018-12-21Fixed fragment shader compilation error on android (S0001: Cannot compare ↵PouleyKetchoupp
'float' with 'int')
2018-12-11Merge pull request #23483 from clayjohn/fragment_camera_viewRémi Verschelde
Make VIEW vector available in fragment shader
2018-12-11make VIEW vector available in fragmentclayjohn
2018-11-28Fix style issues and signature mismatchRémi Verschelde
2018-11-23Avoid voxel cone trace from going full 180 degrees, fixes #20716Juan Linietsky
2018-11-21Ensure double sided normalmaps work, fixes #23760Juan Linietsky
2018-11-16Fix shader bug likely introduced recently.Juan Linietsky
2018-11-16Removed unnecesary normal multiplication (only culling was really needed), ↵Juan Linietsky
fixes #17776
2018-11-14Merge pull request #23248 from dlasalle/fogJuan Linietsky
Add parameters for fog end depth and use alpha as density.
2018-11-13Add parameter for fog max depth and use alpha as density.Dominique LaSalle
2018-11-12Merge pull request #22639 from tagcup/optRémi Verschelde
Avoid some unnecessary calculations in scene.glsl.
2018-10-22Fix gles3 shader to actually multiply specular light by rev_amount for fog ↵Dominique LaSalle
calculations.
2018-10-11Avoid some unnecessary calculations in scene.glsl.Ferenc Arn
2018-10-07Baker fixesJuan Linietsky
2018-09-30Optimized GGX G function for GLES2.tagcup
Also changed the mapping of anisotropy to match the common definition.
2018-09-30Restore 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).
2018-09-29Many fixes to GLES2 renderer, fixed compilation issues in GLES3 shaders.Juan Linietsky
2018-09-23Fix build after 65fd37c1, using Math_PIRémi 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
2018-08-27Style: Enable clang-format on GLSL shadersRémi 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.
2018-08-24Style: Fix code formatting in GLES3 shadersRémi Verschelde
2018-08-12Fix handling of normals that approach 1Nick Hahn
2018-08-07Tweak the default SpatialMaterial propertiesHugo 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.
2018-07-22transmission was broken, fix was made. Also fixed treshold.Juan Linietsky
2018-07-22Fix opaque pre pass not casting shadowsJuan Linietsky
2018-07-17Add disable ambient light flag to shaders and materialsAlex Roman
2018-07-04Merge pull request #19786 from JFonS/correct_normal_scalingRémi Verschelde
Add render mode to ensure correct normals when using non-uniform scaling
2018-07-02Added ability for SSAO to affect AO textures tooJuan Linietsky
2018-06-21Add render mode to ensure correct normals when using non-uniform scalingJFonS
2018-03-29Added flag on SpatialMaterial to disable shadowsJFonS
2018-01-11Fixed graphic artifact caused by anisotropic filterAndreaCatania
2018-01-10Clamp blend to fix screen space reflectionsBastiaan Olij
2018-01-06properly blend interior and exterior ambient in reflection probes, fixes #14695Juan Linietsky
2018-01-06Use better initialization value for normalmap, fixes #14720Juan Linietsky
2018-01-05Fix dual paraboloid shadow maps, closes #14487Juan Linietsky
2018-01-05Fixed GIProbe blending, closes #15164Juan Linietsky
2017-12-26Merge pull request #14796 from AlmightyScientist/issue-14552Juan Linietsky
Shader Language: Fix Vertex Lighting artifacts.
2017-12-26Fix sidedness check in material. Also remove SIDE built-in.Juan Linietsky
2017-12-21Change skeleton processing to work on global coordinates, should help fix ↵Juan Linietsky
many import problems from Blender, GLTF2, etc.