summaryrefslogtreecommitdiff
path: root/drivers/gles3/shaders
AgeCommit message (Collapse)Author
2018-04-13Fixes canvas light shaders.Pieter-Jan Briers
Fixes #16904 Restore more out functionality, fix built-ins. Requested changes, I think?
2018-01-18Fix typos in code and docs with codespellRémi Verschelde
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-15Fix copy shader in GLSL ES 3.0Leon Krause
2018-01-13Merge pull request #15636 from mrcdk/fix_canvas_lightRémi Verschelde
Set correct types on a couple variables inside light_compute in canvas.glsl
2018-01-12Set correct types on a couple variables inside the canvas.glslMrCdK
2018-01-11Fixed graphic artifact caused by anisotropic filterAndreaCatania
2018-01-10Clamp blend to fix screen space reflectionsBastiaan Olij
2018-01-09Fix shader compile error on Androidvolzhs
**ERROR**: EffectBlurShaderGLES3: Fragment Program Compilation Failed: 23:191: S0001: Type mismatch, cannot convert from 'int' to 'float' At: drivers/gles3/shader_gles3.cpp:168:_display_error_with_code() - EffectBlurShaderGLES3: Fragment Program Compilation Failed:
2018-01-06properly blend interior and exterior ambient in reflection probes, fixes #14695Juan Linietsky
2018-01-06Use better initialization value for normalmap, fixes #14720Juan Linietsky
2018-01-05Fix dual paraboloid shadow maps, closes #14487Juan Linietsky
2018-01-05Fixed GIProbe blending, closes #15164Juan Linietsky
2018-01-02Some fixes to improve precision and speed on Android. Fixes precision issues ↵Juan Linietsky
on Mali and PowerVR.
2017-12-26Merge pull request #14796 from AlmightyScientist/issue-14552Juan Linietsky
Shader Language: Fix Vertex Lighting artifacts.
2017-12-26Fix sidedness check in material. Also remove SIDE built-in.Juan Linietsky
2017-12-21Change skeleton processing to work on global coordinates, should help fix ↵Juan Linietsky
many import problems from Blender, GLTF2, etc.
2017-12-19Fix pixel snap not being used in 3.0Guilherme Silva
2017-12-18Shader Language: Fix Vertex Lighting artifacts.Enzo Nocera
- When using Direction Lighting along with Vertex Lighting, putting a SpatialMaterial Roughness to 1.0 causes artifacts to appear. (#14552) Fixes #14552.
2017-12-14-Add lightmapperJuan Linietsky
-Fixes to unwrapper (remove degenerates), makes Thekla not crash -Added optional cancel button in EditorProgress -Added function to force processing of events (needed for cancel button)
2017-12-10Fix usage of signed type in skeleton shaderRémi Verschelde
The resulting primitive is drawn as GL_UNSIGNED_SHORT, so uvec4 should be used. Fixes #12804.
2017-12-09Merge pull request #13424 from MillionOstrich/particles-pause-fixRémi Verschelde
Stop particles resetting on pause.
2017-12-08After a lot of trial and error, i think rim lighting implementation is now ↵Juan Linietsky
perfect, closes #13986
2017-12-07Added small bit of bias depending on lenght for contact shadows, fixes #12726Juan Linietsky
2017-12-06Fixed rim lighting glitch, closes #13340, closes #13986Juan Linietsky
2017-12-03Disable invariant gl_Position to workaround Mesa bug 100316Rémi Verschelde
Fixes #13450, though it would be worth reverting if/when the Mesa bug is fixed.
2017-12-01Properly take into consideration that VERTEX must be written to in opaque ↵Juan Linietsky
pre pass, does some speed up to scenes using triplanar.
2017-11-30Stop particles resetting on pause.MillionOstrich
2017-11-26Merge pull request #13290 from Chaosus/projectionfixRémi Verschelde
Fix invalid transform when skip_vertex_transform used
2017-11-26Fixed invalid transform when skip_vertex_transform usedChaosus
2017-11-27Fix shader compilation fail on Androidvolzhs
Error message from logcat **ERROR**: SceneShaderGLES3: Fragment Program Compilation Failed: 50:471: S0032: no default precision defined for parameter 'probe' At: drivers/gles3/shader_gles3.cpp:167:_display_error_with_code() - SceneShaderGLES3: Fragment Program Compilation Failed:
2017-11-25-Fixed height fog (was broken)Juan Linietsky
-Make sure materials are named in OBJ importer, so they can be saved outside as resources.
2017-11-12remove half_texpixel in canvas since no longer usedJuan Linietsky
2017-11-11Fixed a bug where clamp_uv was clamping one pixel short, stretching the last ↵Nathan Warden
pixels.
2017-10-30Add viewport to the other SceneData struct.Ferenc Arn
This was missed in #12288.
2017-10-30Merge pull request #12288 from tagcup/expose_viewport_sizeJuan Linietsky
Expose VIEWPORT_SIZE in shader language.
2017-10-26Expose VIEWPORT_SIZE in shader language.Ferenc Arn
Fixes #11710.
2017-10-23Revert "Rename Schlick GGX to GGX."Rémi Verschelde
2017-10-22Partially undo #11807.Ferenc Arn
Specular light at zero roughness needs some discussion. Until we do that, this fixes #12309.
2017-10-22Many fixes to SSAO, should be good now.Juan Linietsky
2017-10-22Merge pull request #12297 from tagcup/clearcoat_fixRémi Verschelde
Don't add clearcoat BRDF to specular light as-is.
2017-10-21Don't add clearcoat BRDF to specular light as-is.Ferenc Arn
BRDF needs to be multiplied with N.L, the incoming light and attenuation. Also specular_blob_intensity should affect clearcoat.
2017-10-21Rename Schlick GGX to GGX.Ferenc Arn
Schlick's approximation and GGX are orthogonal concepts. Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it. The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig.
2017-10-21Corrections to #11807.Ferenc Arn
Added missing metallic parameter, also fixed a missed a case where wrong roughness condition was used.
2017-10-21Merge pull request #11807 from tagcup/roughness_metallic_limiting_casesJuan Linietsky
Fix the condition when specular light calculation is avoided (should …
2017-10-14Fix render mode specular schlick ggxHiroshi Ogawa
2017-10-12Merge pull request #12048 from hi-ogawa/fix-viewport-vflipRémi Verschelde
Fix viewport vflip
2017-10-12Fix viewport vflipHiroshi Ogawa
2017-10-11Fix the condition when specular light calculation is avoided (should be ↵Ferenc Arn
roughness == 1). Also avoid calculating diffuse light calculation when metallic == 1, and test against clearcoat's own parameter to check whether to do clearcoat.
2017-10-11Merge pull request #11966 from BastiaanOlij/stereo_skyRémi Verschelde
Fix issues when rendering panoramic sky in stereoscopic
2017-10-11Merge pull request #11818 from tagcup/anisotropic_ggxRémi Verschelde
Fix anisotropic GGX D function, and introduce and use anistropic GGX …