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path: root/drivers/gles3/shaders/tonemap.glsl
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2022-05-18Fix tonemapper shader to correctly apply alpha channelYuri Rubinsky
2022-01-11New OpenGL batching canvas rendererclayjohn
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!
2019-08-29Removed clamping of the Linear tonemapping when KEEP_3D_LINEARHolger Dammertz
Changed the behaviour of the Linear tonemapping operator to not clamp to [0, 1] range in the case when KEEP_3D_LINEAR is defined. This allows to render values > 1.0 in floating point texture targets (via Viewport) for further processing or saving high dynamic range data into files. This only works when no color conversion is active.
2019-02-13Fix typos with codespellRémi Verschelde
Using codespell 1.14.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang doubleclick lod nd numer que te unselect EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2018-10-02Merge pull request #21436 from CptPotato/tonemap-fixesRémi Verschelde
tonemapping fixes
2018-09-12Misc. typosluz.paz
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-08-27fix reinhard tonemapper, modified filmic tonemapper, added internal exposure ↵alex-poe
bias
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
2018-07-12reformatted and restructured tonemap.glslalex-poe
2018-07-11added 'whitepoint' to ACES tonemappingalex-2b17x4
2018-05-06Added option to viewport to keep linear colorBastiaan Olij
2017-10-12Fix viewport vflipHiroshi Ogawa
2017-08-22Fix Reindhart tonemapping, invalid type in signatureRémi Verschelde
Fixes #10533.
2017-07-26Fixes to glow and auto exposure, closes #9797, closes #9106Juan Linietsky
2017-07-22Several changes to better run in mobile.Juan Linietsky
2017-06-09-Restored multithread capability to VisualServerJuan Linietsky
-Restored resource previews!
2017-06-05-working SCREEN_TEXTURE, SCREEN_UV shader variablesJuan Linietsky
-Added refraction support for default material -Enabled BCS adjustments, as well as color correction.
2016-12-10DOF blur, near and far fields..Juan Linietsky
2016-12-08Multi stage glow with light bleeding from HDRJuan Linietsky
2016-12-07Tonemapping and Auto Exposure supportJuan Linietsky