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2019-12-30Merge pull request #34685 from winston-yallow/fix_omnilight_attenuationRémi Verschelde
Use correct omni light attenuation
2019-12-29Use correct omni light attenuationWinston
fixes godotengine/godot#34683
2019-12-28Reset GLES3 MultiMesh buffer id when reallocating.Bruno Lourenço
2019-12-23Fix canvas GLES3 skeleton transform uniform updating.Bruno Lourenço
2019-12-21Merge pull request #34527 from MadEqua/fix-gles3-light-cutoffRémi Verschelde
Fix GLES3 light cutoff.
2019-12-21Fix GLES3 light cutoff.Bruno Lourenço
2019-12-21Fix contact shadow when light is outside of viewport.Bruno Lourenço
2019-12-12Merge pull request #34251 from bojidar-bg/32993-lightoccluder-flipRémi Verschelde
Flip cull mode when rendering flipped Light2D and LightOccluder2D
2019-12-11Flip cull mode when rendering flipped Light2D and LightOccluder2DBojidar Marinov
Fixes #32993
2019-12-10Add a default POINT_SIZEclayjohn
2019-12-09GLES3: Properly unbind buffers after draw commandsRémi Verschelde
Patch provided by @oeleo1. Fixes #34120.
2019-12-04Properly orphan polygon index buffer after binding (take 2)Rémi Verschelde
Follow-up to #34088, patch by @oeleo1 from https://github.com/godotengine/godot/issues/34065#issuecomment-561530896
2019-12-03properly orphan polygon index buffer after bindingclayjohn
2019-12-03Merge pull request #33857 from nekomatata/polygon-2d-antialiasingRémi Verschelde
Fixed antialiased option for Polygon2D
2019-12-03Merge pull request #33836 from clayjohn/blinn-fixRémi Verschelde
Fix Specular Blinn function
2019-11-29Disable shadow map sampling when shadows are not used in GLES3PouleyKetchoupp
Fixes #20742
2019-11-28Fixed antialiased option for Polygon2D / Line2DPouleyKetchoupp
Polygon2D: The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing. Line2D: Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly. Fixes #26823
2019-11-27Fix radiance map generation on mobileclayjohn
2019-11-22Fix Specular Blinn functionclayjohn
2019-11-21Fix GL error by properly using float uniformclayjohn
2019-11-20Fix bugs introduced by IBL fixesclayjohn
2019-11-20Merge pull request #33668 from clayjohn/Fix_environment_mapping_issuesRémi Verschelde
Fix issues with environment mapping
2019-11-19Fix issues with environment mappingclayjohn
2019-11-19Merge pull request #33527 from clayjohn/GLES2-bufferdata_optimizationRémi Verschelde
Improve glBufferSubData usage where safe
2019-11-11Improve glBufferSubData usage where safeclayjohn
2019-11-11Add special external MSAA modes for GLES2 Rift S/Quest and OpenXR optimisationBastiaan Olij
2019-11-07Partial revert of #32657, undoing line shifting by 0.5Rémi Verschelde
As discussed in #32657, this can't be done here as lines can be used with a canvas scale, and this breaks them. A suggestion is to do the pixel shifting at matrix level instead. Fixes #33393. Fixes #33421.
2019-10-28Merge pull request #33104 from qarmin/fix_some_crashesRémi Verschelde
Fix some crashes and using null pointers
2019-10-28Fix some crashes and using null pointersRafał Mikrut
2019-10-26Merge pull request #32657 from ptrojahn/linesRémi Verschelde
Fix draw_rect
2019-10-25WebGL 2.0: Force decompressing non power-of-2 textures with repeat/mipmapRémi Verschelde
While OpenGL ES 3.0 and WebGL 2.0 both support non power-of-2 (NPOT) textures in their specification, the situation seems to be less clear about *compressed* NPOT textures using repeat or mipmap flags. At least Chrome on Linux doesn't seem to support this combination, and a variety of mobile hardware have similar limitations. As a workaround, we force decompressing such textures when running on WebGL 2.0, at the cost of loading time and memory usage. Fixes #33058.
2019-10-11only render depth with alpha prepass on prepassclayjohn
2019-10-11Fix draw_rectPaul Trojahn
OpenGL uses the diamond exit rule to rasterize lines. If we don't shift the points down and to the right by 0.5, the line can sometimes miss a pixel when it shouldn't. The final fragment of a line isn't drawn. By drawing the lines clockwise, we can avoid a missing pixel in the rectangle. See section 3.4.1 in the OpenGL 1.5 specification. Fixes #32279
2019-10-09Merge pull request #32170 from puthre/ninepatch-fixRémi Verschelde
GLES2 & GLES3 Fixes ninepatch margins for high resolution textures.
2019-10-07GLES3 Fixes for ninepatch margins when patch size is smaller than the patch ↵Valentin Zagura
texture resolution Scaled ninepatch margins in screen space to be relative of the ninepatch size when the patch size is smaller than the patch texture resolution.
2019-10-02Removed unnecessary shader error log messagesYuri Roubinsky
2019-09-24Fix copyright headers and style issuesRémi Verschelde
2019-09-23Merge pull request #31751 from clayjohn/GLES3-Viewport-crash-canvasRémi Verschelde
Throw error when canvas background is used without sample buffer
2019-09-23Merge pull request #32275 from godotengine/skin_supportRémi Verschelde
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
2019-09-19Merge pull request #32004 from raphael10241024/fix_shader_uniformRémi Verschelde
Fix gles3 shader uniform vec3 error
2019-09-19Merge pull request #31202 from azagaya/light-dataRémi Verschelde
Create shadow_vec for altering shadow computation
2019-09-18Added skin support and simplified APIs to override bone position.Juan Linietsky
2019-09-15throw error when user tries to use Canvas background without sample bufferclayjohn
2019-09-14Implement shader array support for varyingsChaosus
2019-09-06Create shadow_vec for altering shadow computationazagaya
In 2.1 and 3.0, light_vec could be modified for altering shadow_computations. But it broke shadows when rotating light. shadow_vec would do the same, but without breaking shadows in rotated lights if not used. Add inverse light transformation to shadow vec, so it's not affected when rotating lights; Added usage define for shadow vec. For shadow vec working properly when rotating a light, it's needed to multiply it by light_matrix normalized. Added usage define in order to don't do that if shadow_vec not used.
2019-09-06fix gles3 shader uniform vec3 error, close #30930RaphaelHunter
2019-08-29Removed clamping of the Linear tonemapping when KEEP_3D_LINEARHolger Dammertz
Changed the behaviour of the Linear tonemapping operator to not clamp to [0, 1] range in the case when KEEP_3D_LINEAR is defined. This allows to render values > 1.0 in floating point texture targets (via Viewport) for further processing or saving high dynamic range data into files. This only works when no color conversion is active.
2019-08-25Fix hint range step for integer in shadersYuri Roubinski
2019-08-23Implements switch to shadersYuri Roubinski
2019-08-20Merge pull request #31419 from NeoSpark314/fix_oculusquest_panoramaRémi Verschelde
changed the constant scale of cube_normal to -1.0 instead of -1000000…