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godot-fmod
4.0.3
Godot with FMOD integration
RayHammer
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gles3
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scene.glsl
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Author
2022-06-14
Implement MultiMesh in 3D and flesh out MultiMesh functions
clayjohn
2022-05-19
Fix sky updating when DirectionalLight mode changed and shader compatibility ...
clayjohn
2022-05-16
Add basic lighting to GLES3 renderer.
clayjohn
2022-05-16
Fix computation of screen_uv
Somnath Sarkar
2022-05-12
Basic 3D rendering
clayjohn
2022-05-11
SceneShader compiling
clayjohn
2022-03-18
Rename several transform built-ins in shaders
Yuri Roubinsky
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
2021-10-31
Use OpenGL 3.3 core profile instead of compatibility profile
Clay John
2020-02-13
Remove obsolete GLES3 backend
Rémi Verschelde
2020-01-21
Remove unused #if 0'ed code
Rémi Verschelde
2019-12-29
Use correct omni light attenuation
Winston
2019-12-21
Merge pull request #34527 from MadEqua/fix-gles3-light-cutoff
Rémi Verschelde
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
2019-11-29
Disable shadow map sampling when shadows are not used in GLES3
PouleyKetchoupp
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
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
2019-02-24
Explicitly use floating point numbers in the our shaders
Hein-Pieter van Braam
2019-02-22
Fix precision issue with skeletons, closes #26057, closes #26062
Juan Linietsky
2019-01-21
Cleanup after @reduz :)
Rémi Verschelde
2019-01-14
Use GLES2 approach to vertex shading in GLES3, which has been more developed....
Juan Linietsky
2018-12-29
Override GL_position
Bastiaan Olij
2018-12-21
Fixed fragment shader compilation error on android (S0001: Cannot compare 'fl...
PouleyKetchoupp
2018-12-11
Merge pull request #23483 from clayjohn/fragment_camera_view
Rémi Verschelde
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), fi...
Juan Linietsky
2018-11-14
Merge pull request #23248 from dlasalle/fog
Juan Linietsky
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
2018-10-22
Fix gles3 shader to actually multiply specular light by rev_amount for fog ca...
Dominique LaSalle
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
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