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path: root/drivers/gles3/shaders/subsurf_scattering.glsl
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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!
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
2017-10-04Fix type error in subsurface scattering shader codeHiroshi Ogawa
2017-09-07Fixed orthogonal projection in all effects and post processesJuan Linietsky
2017-09-06-Fix folow surface in subsurface scattering, closes #10696Juan Linietsky
-Fixed filter kernels of subsurface scattering so quality settings make more sense
2017-08-21Several fixes to subsurface scattering. Closes #9530Juan Linietsky
2017-06-03subsurface scattering is fixed and working againJuan Linietsky
2017-01-01WIP particle systemJuan Linietsky
Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering
2016-12-02Subsurface scattering material param is now working!Juan Linietsky