Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-02-22 | Use Filament specular models and parametrization | clayjohn | |
2022-01-11 | New OpenGL batching canvas renderer | clayjohn | |
2022-01-02 | Fix various typos | luz 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 | |||
2021-10-31 | Use OpenGL 3.3 core profile instead of compatibility profile | Clay 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. | |||
2020-02-13 | Remove obsolete GLES3 backend | Rémi 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! | |||
2020-01-21 | Remove unused #if 0'ed code | Rémi Verschelde | |
2019-12-29 | Use correct omni light attenuation | Winston | |
fixes godotengine/godot#34683 | |||
2019-12-21 | Merge pull request #34527 from MadEqua/fix-gles3-light-cutoff | Rémi Verschelde | |
Fix GLES3 light cutoff. | |||
2019-12-21 | Fix GLES3 light cutoff. | Bruno Lourenço | |
2019-12-21 | Fix contact shadow when light is outside of viewport. | Bruno Lourenço | |
2019-12-10 | Add a default POINT_SIZE | clayjohn | |
2019-12-03 | Merge pull request #33836 from clayjohn/blinn-fix | Rémi Verschelde | |
Fix Specular Blinn function | |||
2019-11-29 | Disable shadow map sampling when shadows are not used in GLES3 | PouleyKetchoupp | |
Fixes #20742 | |||
2019-11-22 | Fix Specular Blinn function | clayjohn | |
2019-11-19 | Fix issues with environment mapping | clayjohn | |
2019-09-24 | Fix copyright headers and style issues | Rémi Verschelde | |
2019-09-18 | Added skin support and simplified APIs to override bone position. | Juan Linietsky | |
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 | |