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path: root/servers/rendering/renderer_rd/shaders/canvas.glsl
AgeCommit message (Collapse)Author
2022-09-28Clean up canvas light shader API.clayjohn
Expose LIGHT_ENERGY and LIGHT_IS_DIRECTIONAL. Add LIGHT_DIRECTION
2022-09-27Merge pull request #66370 from bitbrain/fix-light2d-blend-modesRémi Verschelde
Fix broken 2D light blending, addresses #49922
2022-09-25do not apply modulate on canvas when unshaded is setMiguel Gonzalez Sanchez
2022-09-24fix broken 2D light blending, addresses #49922Miguel Gonzalez Sanchez
2022-08-23Add font LCD sub-pixel anti-aliasing support.bruvzg
2022-04-22Implement Label3D node.bruvzg
Add "generate_mipmap" font import option. Add some missing features to the Sprite3D. Move BiDi override code from Control to TextServer. Add functions to access TextServer font cache textures. Add MSDF related flags and shader to the standard material. Change standard material cache to use HashMap instead of Vector.
2022-03-18Rename several transform built-ins in shadersYuri Roubinsky
2021-10-28clang-format: Various fixes to comments alignment from `clang-format` 13Rémi Verschelde
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-08-27Makes FontData importable resource.bruvzg
Adds multi-channel SDF font texture generation and rendering support. Adds per-font oversampling support. Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading. Adds BMFont binary format and outline support.
2021-06-23Fixes Mesh2D drawn without modulationGilles Roudière
2021-05-23Support for 2D particles to collide against SDFreduz
-Added SDF collision support for 2D particles -Changed the SDF generation to be fully signed
2021-05-11Fixes missng 2D engine bitsreduz
-Mesh2D now works -MultiMesh2D now works -Polygon2D now works -Added hooks for processing 2D particles -Skeleton2D now works 2D particles still not working, but stuff needed for it is now implemented.
2021-04-14Refactor GLSL shader compilationreduz
-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
2021-01-09Fix LIGHT compilation for canvas shaderYuri Roubinsky
2021-01-04fix inconsistent normal map shader variable namingHendrik Brucker
2020-12-29Consistently use normal_mapMarcel Admiraal
2020-12-04RenderingServer reorganizationreduz