Age | Commit message (Expand) | Author |
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 |
2018-09-30 | Restore the Fresnel term in the BRDF. | Ferenc Arn |
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 |
2018-09-23 | -Rewrote GLES2 lighting and shadows and optimized state changes, did many opt... | Juan Linietsky |
2018-08-27 | Style: Enable clang-format on GLSL shaders | Rémi Verschelde |
2018-08-24 | Style: Fix code formatting in GLES3 shaders | Rémi Verschelde |
2018-08-12 | Fix handling of normals that approach 1 | Nick Hahn |
2018-08-07 | Tweak the default SpatialMaterial properties | Hugo Locurcio |
2018-07-22 | transmission was broken, fix was made. Also fixed treshold. | Juan Linietsky |
2018-07-22 | Fix opaque pre pass not casting shadows | Juan Linietsky |
2018-07-17 | Add disable ambient light flag to shaders and materials | Alex Roman |
2018-07-04 | Merge pull request #19786 from JFonS/correct_normal_scaling | Rémi Verschelde |
2018-07-02 | Added ability for SSAO to affect AO textures too | Juan Linietsky |
2018-06-21 | Add render mode to ensure correct normals when using non-uniform scaling | JFonS |
2018-03-29 | Added flag on SpatialMaterial to disable shadows | JFonS |
2018-01-11 | Fixed graphic artifact caused by anisotropic filter | AndreaCatania |
2018-01-10 | Clamp blend to fix screen space reflections | Bastiaan Olij |
2018-01-06 | properly blend interior and exterior ambient in reflection probes, fixes #14695 | Juan Linietsky |
2018-01-06 | Use better initialization value for normalmap, fixes #14720 | Juan Linietsky |
2018-01-05 | Fix dual paraboloid shadow maps, closes #14487 | Juan Linietsky |
2018-01-05 | Fixed GIProbe blending, closes #15164 | Juan Linietsky |
2017-12-26 | Merge pull request #14796 from AlmightyScientist/issue-14552 | Juan Linietsky |
2017-12-26 | Fix sidedness check in material. Also remove SIDE built-in. | Juan Linietsky |
2017-12-21 | Change skeleton processing to work on global coordinates, should help fix man... | Juan Linietsky |
2017-12-18 | Shader Language: Fix Vertex Lighting artifacts. | Enzo Nocera |
2017-12-14 | -Add lightmapper | Juan Linietsky |
2017-12-10 | Fix usage of signed type in skeleton shader | Rémi Verschelde |
2017-12-08 | After a lot of trial and error, i think rim lighting implementation is now pe... | Juan Linietsky |
2017-12-07 | Added small bit of bias depending on lenght for contact shadows, fixes #12726 | Juan Linietsky |