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2020-10-28Implement CanvasGroup and CanvasItem clippingreduz
-Allows merging several 2D objects into a single draw operation -Use current node to clip children nodes -Further fixes to Vulkan barriers -Changed font texture generation to white, fixes dark eges when blurred -Other small misc fixes to backbuffer code.
2020-10-25Merge pull request #43058 from clayjohn/VULKAN-FXAA-bugRémi Verschelde
[4.0]Remove extra exposure multiply in FXAA
2020-10-24Remove extra exposure multiply in FXAAclayjohn
2020-10-24Refactored 2D shader and lighting systemreduz
-Removed normal/specular properties from nodes -Create CanvasTexture, which can contain normal/specular channels -Refactored, optimized and simplified 2D shaders -Use atlas for light textures. -Use a shadow atlas for shadow textures. -Use both items aboves to make light rendering stateless (faster). -Reorganized uniform sets for more efficiency.
2020-10-22Merge pull request #42949 from DavidSichma/shaderglobalsRémi Verschelde
Shader globals bugfixes
2020-10-21Fix textureSize & texelFetch shader compilation errorsYuri Roubinsky
2020-10-21Shader globals bugfixesDavid Sichma
- shader globals editor displays properties correctly - fixed some errors how globals were transferred
2020-10-20Remove unused `#define` from the tonemap shaderHugo Locurcio
It was a leftover from an earlier version of the debanding PR which used a simpler (but less effective) algorithm.
2020-10-19Merge pull request #42915 from Yetizone/negative_lights_behaviorRémi Verschelde
tonemap.glsl: Ensure color parameter of tonemap_reinhard() is positive
2020-10-19Merge pull request #42913 from Calinou/debanding-fix-brightnessRémi Verschelde
Fix debanding slightly brightening the whole viewport
2020-10-20tonemap.glsl: Ensure color parameter of tonemap_reinhard() is positiveYetizone
Color values can become negative in the case of negative lights which leads to undesired behaviour.
2020-10-19Fix debanding slightly brightening the whole viewportHugo Locurcio
Thanks to Mikkel Gjoel on Twitter for the tip :)
2020-10-19Fix invalid buffer updates in SDFGIreduz
2020-10-19Merge pull request #42046 from Chaosus/fix_default_textureJuan Linietsky
Fix setting the default texture to shader
2020-10-19Merge pull request #38097 from Calinou/add-viewport-debandingJuan Linietsky
Add a debanding property to Viewport
2020-10-18Revert "Replace SAO implementation with MSSAO"Juan Linietsky
2020-10-18Merge pull request #42077 from clayjohn/MSSAOJuan Linietsky
Replace SAO implementation with MSSAO
2020-10-18Merge pull request #41415 from clayjohn/VULKAN-shader-overridesJuan Linietsky
Add FOG, RADIANCE, and IRRADIANCE shader overrides
2020-10-18Merge pull request #42201 from clayjohn/Vulkan-new-glowJuan Linietsky
Optimize Glow with local memory
2020-10-18Replace SAO implementation with MSSAOclayjohn
2020-10-18Add FOG, RADIANCE, and IRRADIANCE shader overridesclayjohn
2020-10-18Fix setting the default texture to shaderYuri Roubinsky
2020-10-18Optimize Glow with local memoryclayjohn
2020-10-18Merge pull request #38949 from puchik/ssr-fix-cutoffJuan Linietsky
Continue tracing screen space reflection after encountering sky
2020-10-18Merge pull request #41418 from clayjohn/Vulkan-aerialRémi Verschelde
Add aerial perspective to fixed fog
2020-10-18Refactor MethodBind to use variadic templatesreduz
Removed make_binders and the old style generated binders.
2020-10-17Add aerial perspective to fixed fogclayjohn
2020-10-15Fix "fixed" fog drawing in front of volumetric fog with a sky backgroundHugo Locurcio
This closes #42820. Co-authored-by: Clay John <claynjohn@gmail.com>
2020-10-13Merge pull request #42763 from Chaosus/shader_emit_autocompletionYuri Roubinsky
Fix autocompletion for emit_particle in shader editor
2020-10-13FIx autocompletion for emit_particle in shader editorYuri Roubinsky
2020-10-12Fixes leaks with shader and materialRafał Mikrut
2020-10-12Free a SortShader and a ParticlesCopyShaderunknown
2020-10-09Implement GPU Particle Collisionsreduz
-Sphere Attractor -Box Attractor -Vector Field -Sphere Collider -Box Collider -Baked SDF Collider -Heightmap Collider
2020-10-09Merge pull request #42548 from pezcode/lights-metallicRémi Verschelde
Add METALLIC to light() built-ins
2020-10-03Return proper texture view format for decalsclayjohn
2020-10-04Add METALLIC to light() built-insPablo Escobar
2020-09-27Make YSort stableJohn Pennycook
Keeps track of the order in which items are collected by _collect_ysort_children, and uses that order to break ties between items with similar Y positions.
2020-09-22Forbids varying declaration in particles and sky shadersYuri Roubinsky
2020-09-18Fix typos with codespellRémi Verschelde
Using codespell 1.17.1. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick fave findn leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2020-09-13Fixes crash when saving sceneHaoyu Qiu
2020-09-10Fix ATTENUATION and implement SHADOW_ATTENUATION.Lyuma
2020-09-09Set repeat in all 3 dimensions in 3d texturesclayjohn
2020-09-09Implement 3D textures as import and resource format.reduz
2020-09-07Clarify comparison precedence when enabling or disabling back buffer.Marcel Admiraal
2020-09-07Merge pull request #41781 from AnilBK/fix-typoRémi Verschelde
Fixed Some typos.
2020-09-06Implement manual particle emission and particle sub emitters.reduz
2020-09-05Fix crash regression in the shader function validationYuri Roubinsky
introduced in #41780
2020-09-05Improve messages in shader function validationYuri Roubinsky
2020-09-05Fixed Some typos.Anilforextra
2020-09-04Merge pull request #40958 from clayjohn/VULKAN-shadow-noiseRémi Verschelde
Improve the quick hash function for all GPUs