ywmaa
0a9ad8f9de
Implement vertex shading
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This adds support in all backends, but the Compatibility renderer works the best.
Mobile and Forward+ can only support one directional light shader (the first in the tree)
While the Compatibility renderer supports any number of shadows.
Co-authored-by: Clay John <claynjohn@gmail.com>
2024-09-29 00:36:09 +02:00
Thaddeus Crews
9f9ee0c813
SCons: Add unobtrusive type hints in SCons files
2024-09-25 09:34:35 -05:00
Rie
5efa6ba489
Fix incorrect Reinhard tonemap operator
2024-09-25 12:34:23 +02:00
clayjohn
e75900e1ad
Calculate pixel snap in canvas space instead of world space
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This ensures that you are actually snapping to pixels in the viewport and not an arbitrary amount
2024-09-20 17:43:33 -07:00
Thaddeus Crews
b37fc1014a
Style: Apply new `clang-format` changes
2024-09-20 08:09:48 -05:00
BlueCube3310
a89f4fa5a9
LightmapGI: Pack L1 SH coefficients for directional lightmaps
2024-09-05 22:46:58 +02:00
Marius Hanl
9cc9df52eb
Fix GPUParticles are not rendered for older AMD GPUs with OpenGL+Angle
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Using a better and faster algorithm for the float conversions
2024-09-01 20:22:30 +02:00
Chaosus
f538376c3b
Add `CLIP_SPACE_FAR` built-in to spatial shader
2024-08-27 08:48:46 +03:00
Rémi Verschelde
68d188d521
Merge pull request #95888 from clayjohn/Lightmap-SH-coefficients
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Use correct lightmap coefficients to ensure that the directional lightmap mode looks correct
2024-08-25 20:18:18 +02:00
clayjohn
f4ccba7508
Use correct lightmap coefficients to ensure that the directional lightmap mode looks correct
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Also remove the metallic option from directional lightmap as it is guaranteed to return negative numbers in many cases
2024-08-21 10:24:32 -07:00
Rémi Verschelde
8acd82f70e
Merge pull request #89919 from BlueCube3310/bicubic-lightmap
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Implement bicubic sampling for lightmaps
2024-08-20 10:01:41 +02:00
Rémi Verschelde
333f0f910f
Merge pull request #86000 from jsjtxietian/add-missing-model_normal_matrix
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Add `model_normal_matrix` for fragment shader
2024-08-20 10:01:36 +02:00
jsjtxietian
e698351db2
Add model_normal_matrix for fragment shader
2024-08-20 12:39:29 +08:00
Rémi Verschelde
c6400a8fe4
Merge pull request #95662 from clayjohn/GLES3-sky-fog
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Add fixed fog to the sky in the Compatibility renderer
2024-08-19 12:09:10 +02:00
Rémi Verschelde
824a97120e
Merge pull request #92213 from clayjohn/ambient-disabled
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Disable all sources of ambient light when `ambient_light_disabled` render mode is used
2024-08-19 12:08:31 +02:00
BlueCube3310
ef9bb1a207
Implement support for bicubic lightmap filtering
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Co-authored-by: Calinou <hugo.locurcio@hugo.pro>
2024-08-19 09:52:09 +02:00
clayjohn
578049b7b9
Add fixed fog to the sky in the Compatibility renderer
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And apply luminance multiplier after fog in RD renderer
2024-08-17 23:33:26 -07:00
Rémi Verschelde
851d0a764d
Merge pull request #95536 from jsjtxietian/rename-alpha-scissor
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Fix undefined `alpha_scissor` in standard shader
2024-08-16 14:35:38 +02:00
jsjtxietian
970a237c20
Fix undefined `alpha_scissor` in standard shader
2024-08-15 11:44:11 +08:00
clayjohn
1bf594fb5a
Increase precision of skeleton transforms in the skeleton shader in the Compatibility renderer
2024-08-12 16:12:04 -07:00
Rémi Verschelde
6a79d848a8
Merge pull request #94564 from rothej/fix-94183
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Fix FOG shader issue in Compatibility mode
2024-07-23 13:08:12 +02:00
Joshua Rothe
d751545391
Fix FOG shader issue in Compatibility mode
2024-07-23 11:25:10 +02:00
cosformula
fa8b4d84fb
GLES3: Fix directional shadow on Metal ANGLE
2024-07-23 11:24:13 +02:00
Stuart Carnie
98e9578d66
Remove unused flag and code
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Related #48894
2024-06-20 13:50:20 +10:00
Yuri Rubinsky
8ad878f06b
Fix ubo tag placement in canvas.glsl gles3 fragment shader
2024-06-19 12:52:52 +03:00
Rémi Verschelde
4ce3e169a9
Merge pull request #92388 from sunfl0w/fix-compatibility-albedo
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Fix albedo value wraparound in Compatibility render mode
2024-06-14 10:19:21 +02:00
sunfl0w
0e56b64fc4
Fix albedo value wraparound in Compatibility render mode
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Using the Compatibility renderer results in wrapped albedo values if a custom shader returns albedo values outside the expected range of [0,1].
This commit fixed this issue by clamping the albedo value to [0,1] right after the custom shader is executed.
Fixes #91919
2024-06-13 13:32:28 +02:00
Rudolph Bester
f666c76a9c
Fixed collided 3D GPU particles sometimes jittering
2024-05-28 14:09:08 +02:00
Bastiaan Olij
db32707bb2
Stereo rendering: Fix omni lights
2024-05-22 10:09:31 +10:00
clayjohn
6fbef0669d
Disable all sources of ambient light when `ambient_light_disabled` render mode is used
2024-05-21 10:42:12 -07:00
Rémi Verschelde
7d03b1de0b
Style: Trim trailing whitespace and ensure newline at EOF
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Found by apply the file_format checks again via #91597 .
2024-05-08 10:12:46 +02:00
semensanyok
e378083fa5
fix typo in e41064388e
breaking gles3
2024-05-02 00:32:39 +02:00
QbieShay
e41064388e
reverted naming to premul alpha (no T)
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Initially 3d had premulT alpha as a keyword.
Since Canvas item uses mixed premul and premult as keywords,
3D is changed as well to keep consistency with 2D.
Unfortunately this keeps inconsistency with the internal ENUM.
2024-05-01 22:24:49 +02:00
QbieShay
41a2b0e83e
Added premult alpha blending to 3D (spatial) shaders.
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Co-authored-by: jitspoe <jitspoe@yahoo.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2024-05-01 00:53:29 +02:00
Bastiaan Olij
d2d22748b4
Fix issue in shadow to opacity
2024-04-26 21:54:26 +10:00
Rémi Verschelde
a07f89bfb2
Merge pull request #91176 from clayjohn/GL-adjustments
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Add adjustments and color correction to Compatibility renderer
2024-04-26 11:08:56 +02:00
Rémi Verschelde
22c8a2785d
Merge pull request #90920 from clayjohn/2D-light-cull
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Exit light calculation early when pixel outside of light bounding rectangle
2024-04-26 11:08:29 +02:00
clayjohn
e8bb0a5719
Add adjustments and color correction to Compatibility renderer
2024-04-25 12:24:51 -07:00
Rob Blanckaert
ffe0b869f5
Add LIGHT_VERTEX to fragment shader
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Adds a new variable to the fragment shader to specify
the vertex position used when calculating lighting.
2024-04-25 06:56:02 -07:00
clayjohn
506e93a207
Exit light calculation early when pixel outside of light bounding rectangle
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This hugely improves the performance of rendering PointLight2Ds
2024-04-19 16:10:11 -07:00
Bastiaan Olij
509d8dba2a
Add reflection probe support to compatibility renderer using 2 probe approach.
2024-04-09 16:53:28 +10:00
Rémi Verschelde
b4b4919736
Merge pull request #88816 from joined72/gles3_gpuparticles2d_fixes
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Fix CPU/GPUParticles2D bugs on Compatibility Rendering (GLES3) on Adreno 3XX devices.
2024-04-04 14:31:07 +02:00
Khasehemwy
d950f5f838
Use Reverse Z for the depth buffer
2024-04-04 13:54:15 +02:00
joined72
4df39dc140
Fix CPU/GPUParticles2D bugs on Compatibility Rendering (GLES3) on Adreno 3XX devices.
2024-04-02 11:24:13 +02:00
Rémi Verschelde
1186d4a8df
Merge pull request #89094 from permelin/fix-particle-userdata-gles3
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Fix `USERDATA` built-ins for GLES3 particle shaders
2024-03-08 13:09:30 +01:00
David Snopek
e35ccf92d0
Fix rendering issue with depth in WebXR
2024-03-04 15:13:35 -06:00
Per Melin
24b58c655a
Fix USERDATA built-ins for GLES3 particle shaders
2024-03-02 18:41:38 +01:00
Alexander Hartmann
e17cecf54a
Fix Compatibility Rendering (GLES3) on old and low budget devices.
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Co-Authored-By: joined72 <19651914+joined72@users.noreply.github.com>
2024-02-22 00:24:08 +01:00
David Snopek
1e67de5e0c
Fix OpenGL on Android after adding optional depth fog
2024-02-21 09:54:38 -06:00
Bastiaan Olij
c2a4657a70
Change glow calculation back to max(r,g,b)
2024-02-21 11:33:10 +11:00