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path: root/drivers/gles3/shaders
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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 …
2017-10-10Fix issues when rendering panoramic sky in stereoscopicBastiaan Olij
2017-10-09Fix anisotropic GGX D function, and introduce and use anistropic GGX G function.Ferenc Arn
Also fixed isotropic GGX G function with Schlick approximation, and added a commented out version without the approximation. Added references.
2017-10-04Fix type error in subsurface scattering shader codeHiroshi Ogawa
2017-10-03Various clean ups and cosmetic changes in scene.glsl.Ferenc Arn
Use self-documenting names for variables which are otherwise confusing. Also avoid recalculating certain terms.
2017-10-02Merge pull request #11700 from tagcup/clearcoat_fixAndreas Haas
Fix clearcoat without Schlick-GGX specular.
2017-10-02missing PI division on vertex shaderJuan Linietsky
2017-10-01Slight proposed fixes to PBR.Juan Linietsky
2017-10-01Using advise from Matias, left the 0-1 range for lights, divisiom by PI, and ↵Juan Linietsky
multiplied lights by PI internally.
2017-10-01Switched Burley/Lambert, and restored diffuse term to 0-1 range for ↵Juan Linietsky
compatibility.
2017-10-01Merge pull request #11694 from tagcup/lambert_normalizationJuan Linietsky
Ensure that Lambert is energy conserving.
2017-10-01Add missing N.L factor to Burley's contribution to radiance.Ferenc Arn
2017-09-30Fix environmental BRDF.Ferenc Arn
2017-09-29Ability to set a custom FOV makes it possible to use sky on orthogonal view. ↵Juan Linietsky
Closes #9186
2017-09-29Fix clearcoat without Schlick-GGX specular.Ferenc Arn
Fixes #11698.
2017-09-29Ensure that Lambert is energy conserving.Ferenc Arn
Also remove the diffuse_color factor in Oren-Nayar (which was already taken care of below, oops).
2017-09-29Merge pull request #11672 from tagcup/fix_oren_nayarGilles Roudiere
Fix Oren-Nayar diffuse.
2017-09-28Fix Oren-Nayar diffuse.Ferenc Arn
2017-09-29Fixed typo: 'texure' to 'texture'Indah Sylvia
2017-09-27Fixes to light shaders, should work now..Juan Linietsky