summaryrefslogtreecommitdiff
path: root/drivers/gles3/shaders
AgeCommit message (Collapse)Author
2022-01-11New OpenGL batching canvas rendererclayjohn
2022-01-11WIP New GLES3 Shader Compilerreduz
Uses versions and specializations (more similar to RenderingDevice version)
2022-01-02Fix various typosluz 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
2021-10-31Use 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!
2020-01-21Remove unused #if 0'ed codeRémi Verschelde
2020-01-19Merge pull request #35310 from akien-mga/gles3-irradiance-small-optimizationRémi Verschelde
GLES3: Slight optimization to irradiance compute
2020-01-19GLES3: Slight optimization to irradiance computeRémi Verschelde
All the calculations leading up to `mipLevel` are only relevant for Panorama mode. Similarly, the `source_resolution` uniform is only needed for that mode.
2020-01-18reduce complexity of irradiance map generationclayjohn
2020-01-12Fix generation of irradiance mapclayjohn
2020-01-03Merge pull request #34551 from MadEqua/fix-light-with-skeletonRémi Verschelde
Fix 2D lighting when using skeleton.
2020-01-01Fix wrong return typeTritium Oxide
`ERROR: _display_error_with_code: CanvasShaderGLES3: Fragment Program Compilation Failed: 0:166(2): error: `return' with wrong type int, in function `map_ninepatch_axis' returning float` caused by #34704
2020-01-01GLES3: Fix false positive in ninepatch axis stretch codeRémi Verschelde
See #34704.
2019-12-29Use correct omni light attenuationWinston
fixes godotengine/godot#34683
2019-12-23Fix 2D lighting when using skeleton.Bruno Lourenço
2019-12-21Merge pull request #34527 from MadEqua/fix-gles3-light-cutoffRémi Verschelde
Fix GLES3 light cutoff.
2019-12-21Fix GLES3 light cutoff.Bruno Lourenço
2019-12-21Fix contact shadow when light is outside of viewport.Bruno Lourenço
2019-12-10Add a default POINT_SIZEclayjohn
2019-12-03Merge pull request #33836 from clayjohn/blinn-fixRémi Verschelde
Fix Specular Blinn function
2019-11-29Disable shadow map sampling when shadows are not used in GLES3PouleyKetchoupp
Fixes #20742
2019-11-22Fix Specular Blinn functionclayjohn
2019-11-21Fix GL error by properly using float uniformclayjohn
2019-11-19Fix issues with environment mappingclayjohn
2019-10-09Merge pull request #32170 from puthre/ninepatch-fixRémi Verschelde
GLES2 & GLES3 Fixes ninepatch margins for high resolution textures.
2019-10-07GLES3 Fixes for ninepatch margins when patch size is smaller than the patch ↵Valentin Zagura
texture resolution Scaled ninepatch margins in screen space to be relative of the ninepatch size when the patch size is smaller than the patch texture resolution.
2019-09-24Fix copyright headers and style issuesRémi Verschelde
2019-09-23Merge pull request #32275 from godotengine/skin_supportRémi Verschelde
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
2019-09-19Merge pull request #31202 from azagaya/light-dataRémi Verschelde
Create shadow_vec for altering shadow computation
2019-09-18Added skin support and simplified APIs to override bone position.Juan Linietsky
2019-09-06Create shadow_vec for altering shadow computationazagaya
In 2.1 and 3.0, light_vec could be modified for altering shadow_computations. But it broke shadows when rotating light. shadow_vec would do the same, but without breaking shadows in rotated lights if not used. Add inverse light transformation to shadow vec, so it's not affected when rotating lights; Added usage define for shadow vec. For shadow vec working properly when rotating a light, it's needed to multiply it by light_matrix normalized. Added usage define in order to don't do that if shadow_vec not used.
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.
2019-08-17changed the constant scale of cube_normal to -1.0 instead of -1000000.0; ↵Holger Dammertz
this fixes a rendering issue on oculus quest and does not change the computation as the vector is normalized afterwards. Adapted the comment above the code to reflect the change made as it already mentioned that z could be set to 1.
2019-07-28update algorithm about paking float to vec4 to fix shadow shift and change ↵RaphaelHunter
rgba_shdow options
2019-06-15Adding a new Camera Server implementation to Godot.BastiaanOlij
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-03added MultiMeshInstance2D node for using MultiMesh in 2Dclayjohn
2019-05-30Merge pull request #29188 from Calinou/improve-ssao-performance-qualityRémi Verschelde
Improve SSAO performance and quality
2019-05-26Improve SSAO performance and qualityHugo Locurcio
This decreases the number of samples significantly, leading to a notable performance increase with only a very slight loss in visual quality. This also tweaks the default SSAO settings to use 3×3 blurring, which makes noise patterns much less visible.
2019-05-25fix radiance map settingsclayjohn
2019-05-23Merge pull request #29031 from BastiaanOlij/alpha_shadowRémi Verschelde
Implement shadow to opacity
2019-05-21Implement shadow to opacityBastiaan Olij
2019-05-19Scale environment lighting correctly in GLES3clayjohn
2019-05-14fix lighting bug introduced in clear color changesclayjohn
2019-05-14Merge pull request #27898 from clayjohn/metallic_radianceRémi Verschelde
Added radiance when using clear color
2019-05-13added radiance when using clear color and fixed brdfclayjohn
2019-04-12fixed bug in mip map sigmaclayjohn
2019-03-04Merge pull request #26567 from clayjohn/pixel_snap_artifactRémi Verschelde
Fixed pixel snap precision artifact
2019-03-04fixed pixel snap precision artifactclayjohn
2019-03-03Skeletons can now choose between using local or world coords for processing, ↵Juan Linietsky
fixes #26468
2019-02-24Explicitly use floating point numbers in the our shadersHein-Pieter van Braam
We need to be explicit about using floating point numbers in our shaders for compatibility with mobile GLES drivers.