volzhs
1c806abdaa
Fix shader compile error on Android
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**ERROR**: EffectBlurShaderGLES3: Fragment Program Compilation Failed:
23:191: S0001: Type mismatch, cannot convert from 'int' to 'float'
At: drivers/gles3/shader_gles3.cpp:168:_display_error_with_code() - EffectBlurShaderGLES3: Fragment Program Compilation Failed:
2018-01-09 16:44:56 +09:00
Juan Linietsky
4c23f94af9
properly blend interior and exterior ambient in reflection probes, fixes #14695
2018-01-06 19:34:03 -03:00
Juan Linietsky
d72a32bc54
Use better initialization value for normalmap, fixes #14720
2018-01-06 18:09:11 -03:00
Juan Linietsky
003f2dab78
Fix dual paraboloid shadow maps, closes #14487
2018-01-05 12:13:52 -03:00
Juan Linietsky
0c86c1ad15
Fixed GIProbe blending, closes #15164
2018-01-05 10:34:31 -03:00
Juan Linietsky
2c226e4edf
Some fixes to improve precision and speed on Android. Fixes precision issues on Mali and PowerVR.
2018-01-02 18:45:00 -03:00
Juan Linietsky
b411029e31
Merge pull request #14796 from AlmightyScientist/issue-14552
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Shader Language: Fix Vertex Lighting artifacts.
2017-12-26 12:46:48 -03:00
Juan Linietsky
2b31155baa
Fix sidedness check in material. Also remove SIDE built-in.
2017-12-26 11:09:52 -03:00
Juan Linietsky
7d0cabe9d3
Change skeleton processing to work on global coordinates, should help fix many import problems from Blender, GLTF2, etc.
2017-12-21 17:36:39 -03:00
Guilherme Silva
ffe827ab5a
Fix pixel snap not being used in 3.0
2017-12-19 15:18:07 -02:00
Enzo Nocera
6c25eabbc5
Shader Language: Fix Vertex Lighting artifacts.
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- When using Direction Lighting along with Vertex Lighting,
putting a SpatialMaterial Roughness to 1.0 causes artifacts to appear.
(#14552 )
Fixes #14552 .
2017-12-18 09:15:28 +01:00
Juan Linietsky
f3ad14224e
-Add lightmapper
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-Fixes to unwrapper (remove degenerates), makes Thekla not crash
-Added optional cancel button in EditorProgress
-Added function to force processing of events (needed for cancel button)
2017-12-14 09:01:27 -03:00
Rémi Verschelde
663f7e6a61
Fix usage of signed type in skeleton shader
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The resulting primitive is drawn as GL_UNSIGNED_SHORT, so uvec4 should be used.
Fixes #12804 .
2017-12-10 13:58:36 +01:00
Rémi Verschelde
4d6f8f89ed
Merge pull request #13424 from MillionOstrich/particles-pause-fix
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Stop particles resetting on pause.
2017-12-09 16:37:02 +01:00
Juan Linietsky
8c78ccb027
After a lot of trial and error, i think rim lighting implementation is now perfect, closes #13986
2017-12-08 11:09:03 -03:00
Juan Linietsky
8717afbfe1
Added small bit of bias depending on lenght for contact shadows, fixes #12726
2017-12-07 16:19:35 -03:00
Juan Linietsky
e8494f7ab7
Fixed rim lighting glitch, closes #13340 , closes #13986
2017-12-06 14:30:49 -03:00
Rémi Verschelde
9b9fcb1977
Disable invariant gl_Position to workaround Mesa bug 100316
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Fixes #13450 , though it would be worth reverting if/when the Mesa bug is fixed.
2017-12-03 15:05:39 +01:00
Juan Linietsky
0243803117
Properly take into consideration that VERTEX must be written to in opaque pre pass, does some speed up to scenes using triplanar.
2017-12-01 08:45:36 -03:00
MillionOstrich
9ecde5524d
Stop particles resetting on pause.
2017-11-30 17:51:18 +00:00
Rémi Verschelde
4a1d1cbbb4
Merge pull request #13290 from Chaosus/projectionfix
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Fix invalid transform when skip_vertex_transform used
2017-11-26 21:31:02 +01:00
Chaosus
284f8f6d91
Fixed invalid transform when skip_vertex_transform used
2017-11-26 22:02:40 +03:00
volzhs
b97e87480e
Fix shader compilation fail on Android
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Error message from logcat
**ERROR**: SceneShaderGLES3: Fragment Program Compilation Failed:
50:471: S0032: no default precision defined for parameter 'probe'
At: drivers/gles3/shader_gles3.cpp:167:_display_error_with_code() - SceneShaderGLES3: Fragment Program Compilation Failed:
2017-11-27 01:15:39 +09:00
Juan Linietsky
9738ebcda0
-Fixed height fog (was broken)
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-Make sure materials are named in OBJ importer, so they can be saved outside as resources.
2017-11-25 12:32:41 -03:00
Juan Linietsky
7eabbeb5af
remove half_texpixel in canvas since no longer used
2017-11-12 08:29:28 -03:00
Nathan Warden
6adaf8f47a
Fixed a bug where clamp_uv was clamping one pixel short, stretching the last pixels.
2017-11-11 07:28:48 -05:00
Ferenc Arn
6e68c86ba6
Add viewport to the other SceneData struct.
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This was missed in #12288 .
2017-10-30 20:48:33 -04:00
Juan Linietsky
4785e66eea
Merge pull request #12288 from tagcup/expose_viewport_size
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Expose VIEWPORT_SIZE in shader language.
2017-10-30 19:32:21 -03:00
Ferenc Arn
a0fc641f25
Expose VIEWPORT_SIZE in shader language.
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Fixes #11710 .
2017-10-26 15:00:28 -04:00
Rémi Verschelde
abea816e54
Revert "Rename Schlick GGX to GGX."
2017-10-23 07:42:36 +02:00
Ferenc Arn
fd166d6fda
Partially undo #11807 .
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Specular light at zero roughness needs some discussion. Until we do that, this fixes #12309 .
2017-10-22 16:18:54 -04:00
Juan Linietsky
b4f0f59d9f
Many fixes to SSAO, should be good now.
2017-10-22 13:52:48 -03:00
Rémi Verschelde
d60b774924
Merge pull request #12297 from tagcup/clearcoat_fix
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Don't add clearcoat BRDF to specular light as-is.
2017-10-22 13:18:24 +02:00
Ferenc Arn
06fcbe0092
Don't add clearcoat BRDF to specular light as-is.
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BRDF needs to be multiplied with N.L, the incoming light and attenuation. Also specular_blob_intensity should affect clearcoat.
2017-10-21 20:25:17 -04:00
Ferenc Arn
cb0bf1edea
Rename Schlick GGX to GGX.
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Schlick's approximation and GGX are orthogonal concepts.
Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it.
The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig.
2017-10-21 19:35:54 -04:00
Ferenc Arn
6890245321
Corrections to #11807 .
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Added missing metallic parameter, also fixed a missed a case where wrong roughness condition was used.
2017-10-21 13:40:14 -04:00
Juan Linietsky
a2a4f9a62a
Merge pull request #11807 from tagcup/roughness_metallic_limiting_cases
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Fix the condition when specular light calculation is avoided (should …
2017-10-21 13:44:41 -03:00
Hiroshi Ogawa
59544c74fe
Fix render mode specular schlick ggx
2017-10-14 19:32:13 +09:00
Rémi Verschelde
552384e737
Merge pull request #12048 from hi-ogawa/fix-viewport-vflip
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Fix viewport vflip
2017-10-12 13:38:29 +02:00
Hiroshi Ogawa
cb2e88ead6
Fix viewport vflip
2017-10-12 16:25:13 +09:00
Ferenc Arn
9324555998
Fix the condition when specular light calculation is avoided (should be roughness == 1).
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Also avoid calculating diffuse light calculation when metallic == 1, and test against clearcoat's own parameter to check whether to do clearcoat.
2017-10-11 17:22:44 -04:00
Rémi Verschelde
bac5de0782
Merge pull request #11966 from BastiaanOlij/stereo_sky
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Fix issues when rendering panoramic sky in stereoscopic
2017-10-11 22:30:44 +02:00
Rémi Verschelde
37bc372194
Merge pull request #11818 from tagcup/anisotropic_ggx
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Fix anisotropic GGX D function, and introduce and use anistropic GGX …
2017-10-11 22:20:24 +02:00
Bastiaan Olij
179f483782
Fix issues when rendering panoramic sky in stereoscopic
2017-10-10 22:51:37 +11:00
Ferenc Arn
12596cb5bc
Fix anisotropic GGX D function, and introduce and use anistropic GGX G function.
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Also fixed isotropic GGX G function with Schlick approximation, and added a commented out version without the approximation.
Added references.
2017-10-09 12:29:05 -04:00
Hiroshi Ogawa
8cf5f615f5
Fix type error in subsurface scattering shader code
2017-10-04 19:47:45 +09:00
Ferenc Arn
f48b162a6b
Various clean ups and cosmetic changes in scene.glsl.
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Use self-documenting names for variables which are otherwise confusing. Also avoid recalculating certain terms.
2017-10-03 11:02:39 -04:00
Andreas Haas
1e9465096d
Merge pull request #11700 from tagcup/clearcoat_fix
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Fix clearcoat without Schlick-GGX specular.
2017-10-02 22:51:51 +02:00
Juan Linietsky
66987d6878
missing PI division on vertex shader
2017-10-02 09:09:32 -03:00
Juan Linietsky
1b358783ce
Slight proposed fixes to PBR.
2017-10-01 21:51:11 -03:00