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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
2017-12-07Style: Apply new clang-format 5.0 style to all filesRémi Verschelde
2017-12-07Style: Apply clang-format again on all filesRémi Verschelde
Fixes issues introduced by newer clang-format versions or commits pushed directly without using the clang-format pre-commit hook.
2017-12-06Fixed rim lighting glitch, closes #13340, closes #13986Juan Linietsky
2017-12-05Improve slang, especially in user-visible partsUnknown
2017-12-04-Implemented Proxy Textures (needed to solve the problem with ViewportTexture)Juan Linietsky
-Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D)
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.
2017-12-01small fix so shadows dont need to use a separate material for world vertex ↵Juan Linietsky
coords (more perf)
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.
2017-11-26Merge pull request #13290 from Chaosus/projectionfixRémi Verschelde
Fix invalid transform when skip_vertex_transform used
2017-11-26Merge pull request #13264 from zatherz/feature/projectsettings_limitsJuan Linietsky
Add range to anisotropic filter level
2017-11-26Fixed invalid transform when skip_vertex_transform usedChaosus
2017-11-26Merge pull request #13277 from DoctorAlpaca/masterJuan Linietsky
Fix particle preprocessing
2017-11-26Merge pull request #12572 from RandomShaper/onion-skinningJuan Linietsky
Onion skinning
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.
2017-11-25Fix particle preprocessing. Fixes #12460.Eric Wiltfang
Remove an incorrect check likely left over from copying from the normal fixed_fps update case. Also makes sure that the preprocessing_time is always fully simulated, rather overshooting the mark than stopping early.
2017-11-25Add range to anisotropic filter level (1 to 16 with integer steps)Zatherz
2017-11-25Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky
wrong function, leading to unnecesary copy on writes and reduced performance.
2017-11-25Add ability to opt-out buffer swapping in `VS::draw()`Pedro J. Estébanez
2017-11-19Ability to change indirect light energy.Juan Linietsky
2017-11-20Merge pull request #13051 from akien-mga/check-gles3-supportRémi Verschelde
Check whether GL context supports the expected API
2017-11-19Check whether GL context supports the expected APIRémi Verschelde
I couldn't test it yet myself (GPU supports GL 4.5), so we'll need to see if it behaves as expected on systems that don't support OpenGL 3.3 or GL ES 3.0.
2017-11-19Cleanup old references to GLES2 rendererRémi Verschelde
There are still some left in the Android Java code, even stuff to swap between GLES1 and GLES2 support from early Godot days... would be good to see some cleanup there too one day. The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported. It can be readded when GLES 2.0 support comes back. Fixes #13004.
2017-11-17Merge pull request #12982 from tagcup/aabb_renameRémi Verschelde
Rename Rect3 to AABB.
2017-11-17Merge pull request #12924 from vnen/light-shaderJuan Linietsky
Enable light shaders when light variables are used
2017-11-17Rename Rect3 to AABB.Ferenc Arn
Fixes #12973.
2017-11-17Fix alpha dithering in viewports with TransparentBg=false and Usage=2D, ↵andrzej.buczynski
issue #11416
2017-11-14Ability to update parts of an array, and set arrays as dynamic drawJuan Linietsky
2017-11-14Enable light shaders when light variables are usedGeorge Marques
2017-11-13Do not enable light if atlas size is 0, closes #9335Juan Linietsky
2017-11-13Disable OpenGL warnings unless running with -v, closes #7171Juan Linietsky
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.
2017-11-09Remove get_default_video_mode definition on OSX/iOSRémi Verschelde
It had been missed in d09160a8b67fdc60e8108962c4e9bd4c0bc7f13e and broke compilation for those platforms. Took the opportunity to run clang-format on the code base to fix some corner cases that went through our static tests/were overlooked recently.
2017-11-06Remove performance warnings, closes #11585Juan Linietsky
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.
2017-10-27Fix shader compiler typo gl_FrotFaceScayze
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 …
2017-10-20Fixed unnecesary structure copying in bugfix.Juan Linietsky