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path: root/drivers/gles3/shaders/scene.glsl
AgeCommit message (Expand)Author
2017-08-29removed DISCARD built in variable, replaced by actual discard GLSL instructio...Juan Linietsky
2017-08-27-Moved script run to editor, removed from projectJuan Linietsky
2017-08-25Fixed opaque unshaded materials, they go through the regular opaque render li...Juan Linietsky
2017-08-22Fade last cascade in directional shadow, closes #9779Juan Linietsky
2017-08-08-Restored Sprite3D to working function, fixes #2061, fixes #9738Juan Linietsky
2017-08-06Use vertex distance instead of z, fixes #9108Juan Linietsky
2017-07-29Few small GI Probe fixesJuan Linietsky
2017-07-22Several changes to better run in mobile.Juan Linietsky
2017-07-15Many fixes to improve GI Probe qualityJuan Linietsky
2017-07-15Fix to make voxel cone tracing work properly againJuan Linietsky
2017-07-15-Fix for multiple reflection probes causing issues.Juan Linietsky
2017-07-08Some adjustments to toon material to make it more flexibleJuan Linietsky
2017-07-08Added triplanar mapping, toon mode, and more specular modes for materials. Ad...Juan Linietsky
2017-07-08-Added triplanar mapping modesJuan Linietsky
2017-07-05Fixed bug regarding to strange black shapes appearing in ice from material te...Juan Linietsky
2017-07-05Some changes to dual paraboloid envmap generation, fixes somme bleedingJuan Linietsky
2017-07-04Implemented environment arrays for skybox reflection and roughness, quality i...Juan Linietsky
2017-06-26-Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky
2017-06-17-Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to ma...Juan Linietsky
2017-06-16TIME constant reverted to a single float, fixes #9123Juan Linietsky
2017-06-14Fixed several bugs with directional light, and changed defaults to be more se...Juan Linietsky
2017-06-13Remove default shadow bias of 0.1 for spot and omni light, fixes #8654Juan Linietsky
2017-06-12Fix bug breaking shader when skeleton+tangents were used, closes #8673Juan Linietsky
2017-06-09-Restored multithread capability to VisualServerJuan Linietsky
2017-06-07Fog is complete!Juan Linietsky
2017-06-05-working SCREEN_TEXTURE, SCREEN_UV shader variablesJuan Linietsky
2017-06-03subsurface scattering is fixed and working againJuan Linietsky
2017-06-01GI probes working back againJuan Linietsky
2017-06-01Rework shading modes and change location of light shaderJuan Linietsky
2017-05-31stuff got modified :(Juan Linietsky
2017-05-31rewritten PBR implementation to make it friendlier with BlenderJuan Linietsky
2017-05-30Several fixes related to PBR and EnvironmentJuan Linietsky
2017-04-06New particle system, mostly working, some small features missing.Juan Linietsky
2017-03-12converted skeletons from uniform to textureJuan Linietsky
2017-02-22Fixes to webgl/opengl es 3.0 for compatibility with webgl2.0, still does not ...Juan Linietsky
2017-02-16a ton of bug fixes to the rendererJuan Linietsky
2017-02-08basic contact shadows implementation, will most likely need some polishingJuan Linietsky
2017-01-14Style: Fix whole-line commented codeRĂ©mi Verschelde
2017-01-01WIP particle systemJuan Linietsky
2016-12-31Some fixes and clean upsJuan Linietsky
2016-12-30begin work on new particle systemreduz
2016-12-24fixed a horrible bug on Windows AMD, scenes saved until now in this branchreduz
2016-12-22can bake for omni and spotlightJuan Linietsky
2016-12-21Some BRDF fixesJuan Linietsky
2016-12-20work in progress global illuminationJuan 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
2016-11-22Instancing is working! (hooray)Juan Linietsky
2016-11-21Skeletons are working now.Juan Linietsky