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path: root/drivers/gles3/shaders/scene.glsl
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2022-02-22Use Filament specular models and parametrizationclayjohn
2022-01-11New OpenGL batching canvas rendererclayjohn
2022-01-02Fix various typosluz paz
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn` Update editor/import/resource_importer_layered_texture.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update doc/classes/TileSetScenesCollectionSource.xml Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/gui/graph_edit.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/gui/rich_text_label.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Revert previously committed change
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!
2020-01-21Remove unused #if 0'ed codeRémi Verschelde
2019-12-29Use correct omni light attenuationWinston
fixes godotengine/godot#34683
2019-12-21Merge pull request #34527 from MadEqua/fix-gles3-light-cutoffRémi Verschelde
Fix GLES3 light cutoff.
2019-12-21Fix GLES3 light cutoff.Bruno Lourenço
2019-12-21Fix contact shadow when light is outside of viewport.Bruno Lourenço
2019-12-10Add a default POINT_SIZEclayjohn
2019-12-03Merge pull request #33836 from clayjohn/blinn-fixRémi Verschelde
Fix Specular Blinn function
2019-11-29Disable shadow map sampling when shadows are not used in GLES3PouleyKetchoupp
Fixes #20742
2019-11-22Fix Specular Blinn functionclayjohn
2019-11-19Fix issues with environment mappingclayjohn
2019-09-24Fix copyright headers and style issuesRémi Verschelde
2019-09-18Added skin support and simplified APIs to override bone position.Juan Linietsky
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