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path: root/drivers/gles3/shaders
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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.
2019-02-22Fix precision issue with skeletons, closes #26057, closes #26062Juan Linietsky
2019-02-21Revert back to ignoring LIGHT_VEC for 2D shadowsJFonS
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 ```
2019-02-10Make LIGHT_VEC affect 2D shadows againJFonS
2019-01-23implemented texture_get_data() for TextureLayeredthomas.herzog
2019-01-21Cleanup after @reduz :)Rémi Verschelde
Fixes #25172.
2019-01-14Use GLES2 approach to vertex shading in GLES3, which has been more ↵Juan Linietsky
developed. Fixes #21852
2018-12-29Override GL_positionBastiaan Olij
2018-12-21Fixed fragment shader compilation error on android (S0001: Cannot compare ↵PouleyKetchoupp
'float' with 'int')
2018-12-15Adding option to re-orient our skyBastiaan Olij
2018-12-13fixed uv missing in vertex shader of canvas.QbieShay
2018-12-11Merge pull request #23483 from clayjohn/fragment_camera_viewRémi Verschelde
Make VIEW vector available in fragment shader
2018-12-11make VIEW vector available in fragmentclayjohn
2018-11-28Fix style issues and signature mismatchRémi Verschelde
2018-11-28Added luminance capping to avoid glitches on small dots. closes #17996Juan Linietsky
2018-11-27NORMALMAP was not working (no normal being used detected), fixes #9263Juan Linietsky
2018-11-23Avoid voxel cone trace from going full 180 degrees, fixes #20716Juan Linietsky
2018-11-21Ensure double sided normalmaps work, fixes #23760Juan Linietsky
2018-11-16Fix shader bug likely introduced recently.Juan Linietsky
2018-11-16Removed unnecesary normal multiplication (only culling was really needed), ↵Juan Linietsky
fixes #17776
2018-11-14Merge pull request #23248 from dlasalle/fogJuan Linietsky
Add parameters for fog end depth and use alpha as density.
2018-11-13Add parameter for fog max depth and use alpha as density.Dominique LaSalle
2018-11-13Make 2D particles work OOTB (again)JFonS
2018-11-12Merge pull request #22639 from tagcup/optRémi Verschelde
Avoid some unnecessary calculations in scene.glsl.
2018-11-04Remove animation loop from ParticlesMaterial + improvements to CPUParticles2DJFonS
Remove animation loop from ParticlesMaterial and move it to SpatialMaterial for 3D particles and Particles2D for the 2D case. Added animation to CPUParticles2D as well as the "Convert to CPUParticles2D" to the PAarticles2D menu.
2018-10-22Fix gles3 shader to actually multiply specular light by rev_amount for fog ↵Dominique LaSalle
calculations.
2018-10-11Avoid some unnecessary calculations in scene.glsl.Ferenc Arn
2018-10-07Baker fixesJuan Linietsky
2018-10-02Merge pull request #22627 from akien-mga/gles2-pixel-snapRémi Verschelde
GLES2: Implement pixel snap 2D option
2018-10-02GLES2: Implement pixel snap 2D optionRémi Verschelde
2018-10-02Merge pull request #21436 from CptPotato/tonemap-fixesRémi Verschelde
tonemapping fixes
2018-10-02Merge pull request #22483 from tagcup/fresnelRémi Verschelde
Restore the Fresnel term in the BRDF.
2018-10-02Moving lens distortion shader into drivers and adding GLES2 supportBastiaan Olij
2018-09-30Optimized GGX G function for GLES2.tagcup
Also changed the mapping of anisotropy to match the common definition.
2018-09-30Restore the Fresnel term in the BRDF.Ferenc Arn
Was uncommented in 65fd37c, mostly likely by mistake since its important. Also made a few corrections of specular -> specular_blob_intensity (gles2).
2018-09-29Many fixes to GLES2 renderer, fixed compilation issues in GLES3 shaders.Juan Linietsky
2018-09-23Fix build after 65fd37c1, using Math_PIRémi Verschelde
Also fix style in shaders.
2018-09-23-Rewrote GLES2 lighting and shadows and optimized state changes, did many ↵Juan Linietsky
optimizations, added vertex lighting. -Did some fixes to GLES3 too
2018-09-18Fix lighting of rotated particles in 2DJFonS
Custom instance transform was not taken into account for normal map calculation. Also renamed `extra_matrix2` to `extra_matrix_instance` for more clarity.
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.
2018-08-24Fix generation of env map, closes #18880Juan Linietsky
2018-08-24Style: Fix code formatting in GLES3 shadersRémi Verschelde
2018-08-12Fix handling of normals that approach 1Nick Hahn
2018-08-07Tweak the default SpatialMaterial propertiesHugo Locurcio
Roughness is now set to 1 by default and albedo is now white, even on meshes that do not have any materials defined. This means there is no longer a visual difference between a mesh with no materials defined and a mesh with a default SpatialMaterial defined.
2018-07-22transmission was broken, fix was made. Also fixed treshold.Juan Linietsky
2018-07-22Fix opaque pre pass not casting shadowsJuan Linietsky
2018-07-17Add disable ambient light flag to shaders and materialsAlex Roman