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Author
2020-01-19
Merge pull request #35310 from akien-mga/gles3-irradiance-small-optimization
Rémi Verschelde
2020-01-19
GLES3: Slight optimization to irradiance compute
Rémi Verschelde
2020-01-18
reduce complexity of irradiance map generation
clayjohn
2020-01-12
Fix generation of irradiance map
clayjohn
2020-01-03
Merge pull request #34551 from MadEqua/fix-light-with-skeleton
Rémi Verschelde
2020-01-01
Fix wrong return type
Tritium Oxide
2020-01-01
GLES3: Fix false positive in ninepatch axis stretch code
Rémi Verschelde
2019-12-29
Use correct omni light attenuation
Winston
2019-12-23
Fix 2D lighting when using skeleton.
Bruno Lourenço
2019-12-21
Merge pull request #34527 from MadEqua/fix-gles3-light-cutoff
Rémi Verschelde
2019-12-21
Fix GLES3 light cutoff.
Bruno Lourenço
2019-12-21
Fix contact shadow when light is outside of viewport.
Bruno Lourenço
2019-12-10
Add a default POINT_SIZE
clayjohn
2019-12-03
Merge pull request #33836 from clayjohn/blinn-fix
Rémi Verschelde
2019-11-29
Disable shadow map sampling when shadows are not used in GLES3
PouleyKetchoupp
2019-11-22
Fix Specular Blinn function
clayjohn
2019-11-21
Fix GL error by properly using float uniform
clayjohn
2019-11-19
Fix issues with environment mapping
clayjohn
2019-10-09
Merge pull request #32170 from puthre/ninepatch-fix
Rémi Verschelde
2019-10-07
GLES3 Fixes for ninepatch margins when patch size is smaller than the patch t...
Valentin Zagura
2019-09-24
Fix copyright headers and style issues
Rémi Verschelde
2019-09-23
Merge pull request #32275 from godotengine/skin_support
Rémi Verschelde
2019-09-19
Merge pull request #31202 from azagaya/light-data
Rémi Verschelde
2019-09-18
Added skin support and simplified APIs to override bone position.
Juan Linietsky
2019-09-06
Create shadow_vec for altering shadow computation
azagaya
2019-08-29
Removed clamping of the Linear tonemapping when KEEP_3D_LINEAR
Holger Dammertz
2019-08-17
changed the constant scale of cube_normal to -1.0 instead of -1000000.0; this...
Holger Dammertz
2019-07-28
update algorithm about paking float to vec4 to fix shadow shift and change rg...
RaphaelHunter
2019-06-15
Adding a new Camera Server implementation to Godot.
BastiaanOlij
2019-06-03
added MultiMeshInstance2D node for using MultiMesh in 2D
clayjohn
2019-05-30
Merge pull request #29188 from Calinou/improve-ssao-performance-quality
Rémi Verschelde
2019-05-26
Improve SSAO performance and quality
Hugo Locurcio
2019-05-25
fix radiance map settings
clayjohn
2019-05-23
Merge pull request #29031 from BastiaanOlij/alpha_shadow
Rémi Verschelde
2019-05-21
Implement shadow to opacity
Bastiaan Olij
2019-05-19
Scale environment lighting correctly in GLES3
clayjohn
2019-05-14
fix lighting bug introduced in clear color changes
clayjohn
2019-05-14
Merge pull request #27898 from clayjohn/metallic_radiance
Rémi Verschelde
2019-05-13
added radiance when using clear color and fixed brdf
clayjohn
2019-04-12
fixed bug in mip map sigma
clayjohn
2019-03-04
Merge pull request #26567 from clayjohn/pixel_snap_artifact
Rémi Verschelde
2019-03-04
fixed pixel snap precision artifact
clayjohn
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
2019-02-21
Revert back to ignoring LIGHT_VEC for 2D shadows
JFonS
2019-02-13
Fix typos with codespell
Rémi Verschelde
2019-02-10
Make LIGHT_VEC affect 2D shadows again
JFonS
2019-01-23
implemented texture_get_data() for TextureLayered
thomas.herzog
2019-01-21
Cleanup after @reduz :)
Rémi Verschelde
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