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2018-03-16Merge pull request #17130 from nical/issue-17050Hein-Pieter van Braam
Fix polyline rendering when width <= 1.
2018-03-13Fixed several leaks in VisualServerScene, RasterizerSceneGLES3 and ↵Wilson E. Alvarez
RasterizerGLES3
2018-03-05Add GL_ARB_framebuffer_object extension support check and ↵bruvzg
GL_EXT_framebuffer_object fallback for GLES2 (updated GLAD bindings). Add GL_ARB_debug_output extension support check on all platforms.
2018-02-28Use GL_LINE_STRIP instead of GL_LINES when drawing polylines.Nicolas Silva
2018-02-22Fix error spam when using PanoramaSky without texturePoommetee Ketson
2018-02-212D Skeletons WORK IN PROGRESSJuan Linietsky
2018-02-21Fix typos with codespellluz.paz
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
2018-02-21Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.Juan Linietsky
2018-02-20Merge pull request #16467 from godotengine/gles3-light-shader-timeRémi Verschelde
using TIME in light shader enables uses_fragment_time
2018-02-19Fix a rendering bug with screen_textureBojidar Marinov
2018-02-14Merge pull request #15710 from AndreaCatania/p1Rémi Verschelde
Fixed sky reflection rendering when transparent BG
2018-02-07using TIME in light shader enables uses_fragment_timekarroffel
The GLES3 shader compiler performs certain checks to enable or disable the usage of certain uniform variables (and with that the set-up of UBOs). If the `TIME` variable gets used inside the `vertex` function then the renderer knows that it has to insert that value into the UBO. The same applies to the `fragment` function. The `light` function gets executed inside the fragment shader for every light source that is relevant to the current pixel. If the `TIME` variable gets used in that function then it needs to be present in the fragment-UBO. The check for this was missing, so if a shader uses `TIME` inside `light` but not inside `fragment` then the uniform will not actually be set up.
2018-02-05Remove a few debugging printsHugo Locurcio
2018-01-18Fix typos in code and docs with codespellRémi Verschelde
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18Convert special case RGB10_A2 to RGBA8 when obtaining texture databinbitten
2018-01-15Fix copy shader in GLSL ES 3.0Leon Krause
2018-01-15Fix Particles2D in WebGL 2.0Leon Krause
2018-01-14Fixed sky reflection rendering when transparent BGAndreaCatania
2018-01-13Merge pull request #15636 from mrcdk/fix_canvas_lightRémi Verschelde
Set correct types on a couple variables inside light_compute in canvas.glsl
2018-01-12Fix mat2 alignmentbinbitten
2018-01-12Set correct types on a couple variables inside the canvas.glslMrCdK
2018-01-12Fix mat2 alignmentJuan Linietsky
2018-01-12Fix uniform alignment, closes #14962Juan Linietsky
2018-01-12Instance dependency for particles was not being get rid of. Again fixes #15591Juan Linietsky
2018-01-11Properly fix blend equations for both transparent and non transparent ↵Juan Linietsky
framebuffers. Closes #15047
2018-01-11Fixed graphic artifact caused by anisotropic filterAndreaCatania
2018-01-10Merge pull request #15555 from BastiaanOlij/clamp_blendsRémi Verschelde
Clamp blend to fix screen space reflections
2018-01-10Clamp blend to fix screen space reflectionsBastiaan Olij
2018-01-10Merge pull request #15553 from AlmightyScientist/issue-15453Rémi Verschelde
Shader Language: Fixes EXTRA_MATRIX undefined.
2018-01-10Shader Language: Fixes EXTRA_MATRIX undefined.AlmightyScientist
Fixes #15453.
2018-01-10Fix stretch aspect keep modevolzhs
Fix #15407 Fix #15514
2018-01-09Fix shader compile error on Androidvolzhs
**ERROR**: EffectBlurShaderGLES3: Fragment Program Compilation Failed: 23:191: S0001: Type mismatch, cannot convert from 'int' to 'float' At: drivers/gles3/shader_gles3.cpp:168:_display_error_with_code() - EffectBlurShaderGLES3: Fragment Program Compilation Failed:
2018-01-08removed unused project setting rendering/quality/depth_prepass/disableJerome67000
2018-01-06properly blend interior and exterior ambient in reflection probes, fixes #14695Juan Linietsky
2018-01-06Properly dispose of instance capture data, fixes #14795Juan Linietsky
2018-01-06Use better initialization value for normalmap, fixes #14720Juan Linietsky
2018-01-06Ensure depth reads go via alpha render list, fixes #14759Juan Linietsky
2018-01-06Improve detection of variable writing in shader, fixes #15177Juan Linietsky
2018-01-05Fix dual paraboloid shadow maps, closes #14487Juan Linietsky
2018-01-05Fixed GIProbe blending, closes #15164Juan Linietsky
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-03found via cppcheck:firefly2442
remove code that will never run make definition and declaration names for parameters match change floats that were being set to bool values remove pointer that is never used
2018-01-04Merge pull request #15170 from ibrahn/fix-particle-leakRémi Verschelde
RasterizerStorageGLES3, delete particle objects freed by RID
2018-01-03Revert "Add missing image format RGB10A2. Fixes #14964"Juan Linietsky
2018-01-03RasterizerStorageGLES3, delete particle objects freed by RIDIbrahn Sahir
fixes #15151
2018-01-03Merge pull request #15051 from binbitten/bug-fixesRémi Verschelde
Add missing image format RGB10A2. Fixes #14964
2018-01-02Some fixes to improve precision and speed on Android. Fixes precision issues ↵Juan Linietsky
on Mali and PowerVR.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-27Merge pull request #14971 from mrcdk/particles_emittingNoshyaar
Set particles emitting to false when particles finish emitting with one-shot enabled
2017-12-26Fixed proper texture binding for sprite material, fixes #13987Juan Linietsky