bc30f541e6
Fix shader constant sorting
2020-04-11 12:40:17 +03:00
95a1400a2a
Replace NULL with nullptr
2020-04-02 13:38:00 +02:00
a6f3bc7c69
Renaming of servers for coherency.
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VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D
Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
6b99bda1e8
Added support for arrays as shader struct members
2020-02-12 17:10:20 +03:00
6f162395ff
Implementation of 'struct' for shaders
2020-02-11 20:00:42 +03:00
68915ce20d
Add support for 3D textures to GLES2
2020-01-31 10:01:05 -08:00
15358b808b
Fix shader crash if using multiple underscores in identifier names
2020-01-31 09:11:17 +03:00
5098232ee6
Disabled array initialization, const array and arr.length in shaders
2020-01-16 11:46:11 +03:00
a7f49ac9a1
Update copyright statements to 2020
...
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
676f647c74
Add a default POINT_SIZE
2019-12-10 23:08:20 -08:00
6b7f8558d9
Removed switch operator from GLES2 shader back-end
2019-11-02 12:43:32 +03:00
28265fb526
Merge pull request #31202 from azagaya/light-data
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Create shadow_vec for altering shadow computation
2019-09-19 20:03:04 +02:00
1333ea2a2d
Implement shader array support for varyings
2019-09-14 18:23:25 +03:00
b835868067
Create shadow_vec for altering shadow computation
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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.
2019-09-06 13:55:49 -03:00
ebbf63a87c
Merge pull request #31746 from clayjohn/skip-vertex-transform-gles2
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Fix skip_vertex_transform bug in GLES2 CPUParticles
2019-08-29 08:37:12 +02:00
97f66900bb
Fix skip_vertex_transform bug in GLES2 CPUParticles
2019-08-28 11:57:33 -07:00
816ddd7817
Merge pull request #31556 from Chaosus/gles2_inverse
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Implemented inverse shader function to GLES2
2019-08-26 13:52:03 +02:00
4dda253ee0
Implements switch to shaders
2019-08-23 14:43:09 +03:00
4dcee2035a
Implemented inverse shader function to GLES2
2019-08-22 08:22:49 +03:00
9abf5578ee
Fix ternary operator shader compiler expression
2019-08-19 08:40:54 +03:00
a525e3c5ce
Implemented do/while loops for shaders
2019-08-13 18:39:55 +03:00
b24b3497d6
Implemented local shader constants
2019-08-05 10:35:53 +03:00
8b4c538ab2
Expose several GLES3 built-ins to GLES2
2019-07-31 19:00:10 +03:00
3f25dde6b4
added round function to gles2
2019-07-29 11:17:08 -07:00
9379cbc774
Added local array initializer
2019-07-16 07:13:37 +03:00
c37379456f
Implemented local shader arrays
2019-07-15 15:57:39 +03:00
10f1e0f63a
Prevent GLES2 bool uniforms from having a precision type set.
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When setting the default precision type for uniforms (before compiling
the shader) prevent boolean uniforms from having one set. Booleans can't
have a precision type and on some Android devices this caused a
compilation failure.
Fixes #30317
2019-07-05 01:00:02 +02:00
c2d4abf62e
Added constant support to shaders
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Co-authored-by: DavidSichma <sichmada@gmail.com >
2019-06-01 13:41:07 +03:00
b9ee3f3d64
Merge pull request #29014 from mbrlabs/gles2_precision_fix
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Use highp precision in the gles2 fragment shader if available
2019-05-27 12:18:47 +02:00
502dbc7c4a
Use highp precision for gles2 shader uniforms if not explicitly set.
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The use of different default precision values (highp in vertex; mediump
in fragment) for uniform variables caused the shader program to not link properly on some android
devices/emulators.
2019-05-25 14:26:08 +02:00
3ea778e66e
Implement shadow to opacity
2019-05-21 20:07:46 +10:00
74d0ed2236
Many separate fixes to ensure non power of 2 textures work on GLES2, closes #25897 and many others
2019-02-24 22:36:53 -03:00
aab8f443f9
-Support DEPTH_TEXTURE in GLES2, fixes #25106
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-Fix use of transparent framebuffers in GLES2
-Fix use of ambient color clearing in GLES2 when no environment exists.
2019-02-22 11:35:39 -03:00
5fc86026ca
Fix typos with codespell
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Using codespell 1.14.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
doubleclick
lod
nd
numer
que
te
unselect
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-02-13 09:23:29 +01:00
d308eb091a
Fix many asan and ubsan reported issues
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This allows most demos to run without any ubsan or asan errors. There
are still some things in thirdpart/ and some things in AudioServer that
needs a look but this fixes a lot of issues. This should help debug less
obvious issues, hopefully.
This fixes #25217 and fixes #25218
2019-01-30 06:43:56 +01:00
b77b536582
Cleanup and identify ShaderCompilerGLES[23] differences
2019-01-28 19:28:00 +01:00
1148a33b20
GLES2: Define LIGHT Spatial shader builtin
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Fixes #25421 .
2019-01-28 17:27:20 +01:00
a285a1cfdf
Fix shader compile error line numbers starting at 0.
2019-01-17 19:25:08 +01:00
1504c96112
Merge pull request #24539 from BastiaanOlij/override_gl_position
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Override GL_position
2019-01-04 15:40:05 +01:00
b16c309f82
Update copyright statements to 2019
...
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
d1f3b622f0
Fix missing/malformed license headers
2019-01-01 12:46:36 +01:00
9f266cf7e5
Override GL_position
2018-12-29 23:56:50 +11:00
e2caaf1b6d
Merge pull request #23899 from BastiaanOlij/fix_particle_active
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Remapped ACTIVE to shader_active, now works
2018-12-02 21:26:12 +01:00
0b4b477674
Remapped ACTIVE to shader_active, now works
2018-12-01 21:10:04 +11:00
fd7607bf82
fixed gles2 camera_matrix bug
2018-11-30 10:20:16 -08:00
78eae047c6
Fixed how floats are printed to the GLSL shader, closes #19803
2018-11-19 23:41:18 -03:00
984063cf0b
Cleaned up and fixed the base_changed function in rasterizers, also fixes #15617
2018-11-14 09:32:39 -03:00
f00b522705
Avoid double underscore from breaking glsl compiler, fixes #12880
2018-11-10 10:48:18 -03:00
0de8309b2c
Many fixes to GLES2 renderer, fixed compilation issues in GLES3 shaders.
2018-09-29 13:49:34 -03:00
65fd37c149
-Rewrote GLES2 lighting and shadows and optimized state changes, did many optimizations, added vertex lighting.
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-Did some fixes to GLES3 too
2018-09-23 12:14:50 -03:00