Konrad Nowakowski
8718f898c1
Fix polygon drawing on WebGL1
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(cherry picked from commit a0bdd9605a
)
2019-07-03 16:03:06 +02:00
marxin
194ed96e89
Fix #19633 by proper store to &ubo_data.shadow_matrix[1234].
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It is not valid in C++ to store into shadow_matrix1[16] with shadow_matrix1[16 * j]
(for j > 0). Even though there's a valid space in a struct after shadow_matrix1.
Knowing that GCC performs aggressive optimizations that eventually lead
to a wrong code. Code has been changed into union where one can either
use shadow_matrix[4 * 16], or individual shadow_matrix1, shadow_matrix2, etc. GCC pragma
is not needed any longer.
(cherry picked from commit d9eb6a5b20
)
2019-07-03 15:59:16 +02:00
RedMser
740e77f47f
Fix shader compile error line numbers starting at 0.
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(cherry picked from commit a285a1cfdf
)
2019-07-03 15:55:18 +02:00
Leon Krause
dafdd9a08e
Check for WebGL RGTC extension
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(cherry picked from commit 93bed8cf57
)
2019-07-03 15:34:25 +02:00
Leon Krause
53f484fbba
Use BufferSubData instead of MapBufferRange in HTML5 platform
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WebGL does not support MapBufferRange or UnmapBuffer.
Also used in non-ES platforms where an extra-copy is avoided.
(cherry picked from commit 92e7c8daf0
)
2019-07-03 14:46:06 +02:00
Bastiaan Olij
2a66cfc2d0
Fixed a theoretical condition where prealpha prevents lighting
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(cherry picked from commit 0625f5b546
)
2019-07-03 14:14:55 +02:00
Leon Krause
0da50fecbf
Fix missing texture-download error with OpenGL ES
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(cherry picked from commit 57eaea571a
)
2019-07-03 14:13:12 +02:00
Rémi Verschelde
754514df7e
Shader lang: Properly assign INSTANCE_ID to gl_InstanceID
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Note that gl_InstanceID is not supported in OpenGL ES 2.0,
so in the gles2 backend we assign it to 0.
Also clean up some duplicates/commented out code.
Fixes #20088 .
(cherry picked from commit 00dfc9c8eb
)
2019-07-03 13:35:41 +02:00
karroffel
4b69ed4124
fix wrong loop condition in MultiMesh allocation
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(cherry picked from commit 3d33da19bd
)
2019-07-03 13:04:56 +02:00
Juan Linietsky
16e6d6fede
Don't post process on tiny render targets, fixes #19628
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(cherry picked from commit a78b42c058
)
2019-07-03 13:01:53 +02:00
Bojidar Marinov
761bfb156d
Fix a corner-case bug in _copy_texscreen in the gles3 renderer
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Fixes #17698
(cherry picked from commit ee52d12921
)
2019-07-03 12:33:24 +02:00
Rémi Verschelde
0eab0d9343
Update copyright statements to 2019
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Happy new year to the wonderful Godot community!
2019-01-03 11:41:35 +01:00
Juan Linietsky
586b73adf7
Do not error on empty shader, just treat it as invalid by default. Fixes #15998 .
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(cherry picked from commit 4d88721e62
)
2018-11-28 10:27:42 +01:00
Juan Linietsky
7e1e73c719
Avoid double underscore from breaking glsl compiler, fixes #12880
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(cherry picked from commit f00b522705
)
2018-11-28 10:27:42 +01:00
Dominique LaSalle
a142f89540
Fix gles3 shader to actually multiply specular light by rev_amount for fog calculations.
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(cherry picked from commit f39d14dd61
)
2018-11-28 10:27:42 +01:00
Poommetee Ketson
2e61ca6193
Particles: fix corrupted scene when saved after convert (2nd try)
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(cherry picked from commit 38865345d9
)
2018-05-13 22:08:53 +02:00
Ben Hickling
71885e5ae4
multiply blend mode fix for spatial materials
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(cherry picked from commit 314a419511
)
2018-04-28 17:53:53 +02:00
Pieter-Jan Briers
0d2a2a9300
Fixes canvas light shaders.
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Fixes #16904
Restore more out functionality, fix built-ins.
Requested changes, I think?
(cherry picked from commit 25ba49fd88
)
2018-04-28 16:03:23 +02:00
Wilson E. Alvarez
9567297a66
Fixed several leaks in VisualServerScene, RasterizerSceneGLES3 and RasterizerGLES3
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(cherry picked from commit e9ac87390c
)
2018-03-29 00:29:06 +02:00
Nicolas Silva
89e4125241
Use GL_LINE_STRIP instead of GL_LINES when drawing polylines.
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(cherry picked from commit 20cab06f9a
)
2018-03-28 23:01:09 +02:00
Poommetee Ketson
c730a6ce44
Fix error spam when using PanoramaSky without texture
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(cherry picked from commit 7a1b7ddf6c
)
2018-02-27 11:34:03 +01:00
luz.paz
751806b5c7
Fix typos with codespell
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Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
(cherry picked from commit 612ab4bbc6
)
2018-02-22 12:17:06 +01:00
AndreaCatania
c7040f3218
Fixed sky reflection rendering when transparent BG
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(cherry picked from commit c34f18acce
)
2018-02-21 23:40:59 +01:00
Bojidar Marinov
8dc946c89c
Fix a rendering bug with screen_texture
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(cherry picked from commit ea57a19b34
)
2018-02-21 22:11:47 +01:00
karroffel
327fea741a
using TIME in light shader enables uses_fragment_time
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The GLES3 shader compiler performs certain checks to enable or disable
the usage of certain uniform variables (and with that the set-up of UBOs).
If the `TIME` variable gets used inside the `vertex` function then the
renderer knows that it has to insert that value into the UBO.
The same applies to the `fragment` function.
The `light` function gets executed inside the fragment shader for every
light source that is relevant to the current pixel. If the `TIME` variable
gets used in that function then it needs to be present in the fragment-UBO.
The check for this was missing, so if a shader uses `TIME` inside `light`
but not inside `fragment` then the uniform will not actually be set up.
(cherry picked from commit bb655856e2
)
2018-02-21 22:10:28 +01:00
Hugo Locurcio
79ef5f92a9
Remove a few debugging prints
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(cherry picked from commit 84267915f5
)
2018-02-19 22:13:46 +01:00
Rémi Verschelde
9f479f096c
Fix typos in code and docs with codespell
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Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18 22:01:42 +01:00
binbitten
92473a9e9e
Convert special case RGB10_A2 to RGBA8 when obtaining texture data
2018-01-18 18:05:01 +01:00
Leon Krause
cbc194dde6
Fix copy shader in GLSL ES 3.0
2018-01-15 23:46:45 +01:00
Leon Krause
e4609acc5d
Fix Particles2D in WebGL 2.0
2018-01-15 20:39:17 +01:00
Rémi Verschelde
e1a0f2bd71
Merge pull request #15636 from mrcdk/fix_canvas_light
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Set correct types on a couple variables inside light_compute in canvas.glsl
2018-01-13 01:42:52 +01:00
binbitten
de8f43d95d
Fix mat2 alignment
2018-01-12 22:26:50 +01:00
MrCdK
408f4cb146
Set correct types on a couple variables inside the canvas.glsl
2018-01-12 22:02:28 +01:00
Juan Linietsky
0041efec1d
Fix mat2 alignment
2018-01-12 12:45:16 -03:00
Juan Linietsky
f4d603b902
Fix uniform alignment, closes #14962
2018-01-12 12:43:26 -03:00
Juan Linietsky
3a05d974e0
Instance dependency for particles was not being get rid of. Again fixes #15591
2018-01-12 09:12:31 -03:00
Juan Linietsky
e3f02b1a1b
Properly fix blend equations for both transparent and non transparent framebuffers. Closes #15047
2018-01-11 19:39:47 -03:00
AndreaCatania
252344f706
Fixed graphic artifact caused by anisotropic filter
2018-01-11 12:55:18 +01:00
Rémi Verschelde
e49ddf2984
Merge pull request #15555 from BastiaanOlij/clamp_blends
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Clamp blend to fix screen space reflections
2018-01-10 13:36:13 +01:00
Bastiaan Olij
ebc96195d8
Clamp blend to fix screen space reflections
2018-01-10 23:23:00 +11:00
Rémi Verschelde
f1ef2d5183
Merge pull request #15553 from AlmightyScientist/issue-15453
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Shader Language: Fixes EXTRA_MATRIX undefined.
2018-01-10 12:46:52 +01:00
AlmightyScientist
4820910648
Shader Language: Fixes EXTRA_MATRIX undefined.
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Fixes #15453 .
2018-01-10 12:37:28 +01:00
volzhs
b6cff1ba69
Fix stretch aspect keep mode
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Fix #15407
Fix #15514
2018-01-10 10:49:26 +09:00
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
Jerome67000
87bbaddac3
removed unused project setting rendering/quality/depth_prepass/disable
2018-01-08 21:02:53 +01:00
Juan Linietsky
4c23f94af9
properly blend interior and exterior ambient in reflection probes, fixes #14695
2018-01-06 19:34:03 -03:00
Juan Linietsky
bfeaf27a3e
Properly dispose of instance capture data, fixes #14795
2018-01-06 19:06:04 -03:00
Juan Linietsky
d72a32bc54
Use better initialization value for normalmap, fixes #14720
2018-01-06 18:09:11 -03:00
Juan Linietsky
9cf19f8dee
Ensure depth reads go via alpha render list, fixes #14759
2018-01-06 17:38:39 -03:00
Juan Linietsky
a195f81a6a
Improve detection of variable writing in shader, fixes #15177
2018-01-06 09:56:47 -03:00