Age | Commit message (Expand) | Author |
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 |
2019-01-14 | Use GLES2 approach to vertex shading in GLES3, which has been more developed.... | Juan Linietsky |
2018-12-29 | Override GL_position | Bastiaan Olij |
2018-12-21 | Fixed fragment shader compilation error on android (S0001: Cannot compare 'fl... | PouleyKetchoupp |
2018-12-15 | Adding option to re-orient our sky | Bastiaan Olij |
2018-12-13 | fixed uv missing in vertex shader of canvas. | QbieShay |
2018-12-11 | Merge pull request #23483 from clayjohn/fragment_camera_view | Rémi Verschelde |
2018-12-11 | make VIEW vector available in fragment | clayjohn |
2018-11-28 | Fix style issues and signature mismatch | Rémi Verschelde |
2018-11-28 | Added luminance capping to avoid glitches on small dots. closes #17996 | Juan Linietsky |
2018-11-27 | NORMALMAP was not working (no normal being used detected), fixes #9263 | Juan Linietsky |
2018-11-23 | Avoid voxel cone trace from going full 180 degrees, fixes #20716 | Juan Linietsky |
2018-11-21 | Ensure double sided normalmaps work, fixes #23760 | Juan Linietsky |
2018-11-16 | Fix shader bug likely introduced recently. | Juan Linietsky |
2018-11-16 | Removed unnecesary normal multiplication (only culling was really needed), fi... | Juan Linietsky |
2018-11-14 | Merge pull request #23248 from dlasalle/fog | Juan Linietsky |
2018-11-13 | Add parameter for fog max depth and use alpha as density. | Dominique LaSalle |
2018-11-13 | Make 2D particles work OOTB (again) | JFonS |
2018-11-12 | Merge pull request #22639 from tagcup/opt | Rémi Verschelde |
2018-11-04 | Remove animation loop from ParticlesMaterial + improvements to CPUParticles2D | JFonS |
2018-10-22 | Fix gles3 shader to actually multiply specular light by rev_amount for fog ca... | Dominique LaSalle |
2018-10-11 | Avoid some unnecessary calculations in scene.glsl. | Ferenc Arn |
2018-10-07 | Baker fixes | Juan Linietsky |
2018-10-02 | Merge pull request #22627 from akien-mga/gles2-pixel-snap | Rémi Verschelde |
2018-10-02 | GLES2: Implement pixel snap 2D option | Rémi Verschelde |
2018-10-02 | Merge pull request #21436 from CptPotato/tonemap-fixes | Rémi Verschelde |
2018-10-02 | Merge pull request #22483 from tagcup/fresnel | Rémi Verschelde |
2018-10-02 | Moving lens distortion shader into drivers and adding GLES2 support | Bastiaan Olij |
2018-09-30 | Optimized GGX G function for GLES2. | tagcup |
2018-09-30 | Restore the Fresnel term in the BRDF. | Ferenc Arn |
2018-09-29 | Many fixes to GLES2 renderer, fixed compilation issues in GLES3 shaders. | Juan Linietsky |
2018-09-23 | Fix build after 65fd37c1, using Math_PI | Rémi Verschelde |
2018-09-23 | -Rewrote GLES2 lighting and shadows and optimized state changes, did many opt... | Juan Linietsky |
2018-09-18 | Fix lighting of rotated particles in 2D | JFonS |
2018-09-12 | Misc. typos | luz.paz |
2018-08-27 | fix reinhard tonemapper, modified filmic tonemapper, added internal exposure ... | alex-poe |
2018-08-27 | Style: Enable clang-format on GLSL shaders | Rémi Verschelde |