Max Hilbrunner
583b6a594a
Merge pull request #51971 from aaronfranke/https
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Replace HTTP URLs with HTTPS for sites with HTTPS versions
2021-08-23 15:58:54 +02:00
Michael Alexsander
88db541705
Merge pull request #51947 from AnilBK/redundant-assignments
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[cppcheck] Remove some redundant assignments.
2021-08-23 13:23:45 +00:00
Bastiaan Olij
2d446771d6
Merge pull request #51980 from BastiaanOlij/fix_multiview_tonemap
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Fix multiview defines in tonemap shader
2021-08-23 12:02:18 +10:00
Aaron Franke
ae1702bee5
Replace HTTP links with HTTPS for sites with HTTPS versions
2021-08-22 20:13:11 -05:00
Duarte David
7e94c583e0
Fixed non-uniform scaling of normals
2021-08-22 19:28:18 +01:00
Bastiaan Olij
74a647bddd
Fix multiview defines in tonemap shader
2021-08-22 21:30:58 +10:00
Anilforextra
c86db8b710
Remove redundant assignments.
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Use used_in_transfer instead of used_in_compute twice.
2021-08-21 19:20:07 +05:45
jfons
55e7832d7b
Improvements to SpotLight3D and OmniLight3D's shadows
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OmniLight3D:
* Fixed lack of precision in cube map mode by scaling the projection's
znear.
* Fixed aliasing issues by making the paraboloids use two square regions instead of two half
squares.
* Fixed shadowmap atlas bleeding by adding padding.
* Fixed sihadow blur's inconsistent radius and unclamped sampling.
SpotLight3D:
* Fixed lack of precision by scaling the projection's znear.
* Fixed normal biasing.
Both:
* Tweaked biasing to make sure it works out of the box in most situations.
2021-08-19 13:46:51 +02:00
Rémi Verschelde
f6626a40e5
Merge pull request #51843 from reduz/fixes-to-mobile-renderer-3
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More fixes to mobile renderer
2021-08-18 20:43:25 +02:00
Rémi Verschelde
2fcf3057fd
Merge pull request #51792 from Chaosus/removed_restart
2021-08-18 19:59:57 +02:00
reduz
700f9d916d
More fixes to mobile renderer
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* Specify all precision qualifiers
* Makes renderer work on Adreno Vulkan
2021-08-18 12:20:19 -03:00
reduz
6027cd0a1d
Fixes to mobile renderer
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* Make sure shaders are named, to aid in debug in case of failure
* SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized).
* Fixed some bugs resulting on the above being corrected.
2021-08-17 13:52:06 -03:00
Yuri Roubinsky
c1cd0fe6d1
Removed `RESTART` built-in from `start` particle shader function
2021-08-17 15:13:16 +03:00
Yuri Roubinsky
06add309d7
Fix incorrect uniform buffer size for particles
2021-08-17 13:33:28 +03:00
Juan Linietsky
d5a30431b9
Merge pull request #51635 from reduz/further-mobile-optimizations
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More optimizations on the mobile renderer.
2021-08-16 14:50:52 -03:00
Yuri Roubinsky
9de779344c
Makes a clear error message if shader compilation failed
2021-08-16 11:25:20 +03:00
Bastiaan Olij
c7847b3f6d
Moved disabling bokeh shader variants to before the version_create call
2021-08-16 12:18:27 +10:00
Bastiaan Olij
4002650cb9
Fix read from screen and depth texture
2021-08-15 13:14:19 +10:00
Rémi Verschelde
4e1d91f4d3
Merge pull request #50998 from BastiaanOlij/single_bokeh_dof_raster
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Rewrote raster DOF shader to using BOKEH
2021-08-14 14:44:23 +02:00
reduz
cfac8972e1
More optimizations on the mobile renderer.
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* Specialization constants used to disable anything not needed to draw
* Added softshadow and projector support on mobile.
This new approach ensures mobile shaders are smaller and more efficient, but relies on more pipeline versions compiled on demand.
As a result, random stalls can ocur like in Godot 3.x. These will be solved by using background compilation and fallbacks eventually (but needs to be tested first).
2021-08-13 14:30:59 -03:00
Rémi Verschelde
e499758a77
Merge pull request #51025 from reduz/fix-directional-shadow-bias
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Fix directional shadow bias
2021-08-13 16:45:49 +02:00
Yuri Roubinsky
eadf9d92f9
Merge pull request #51609 from Chaosus/shader_fix_varying_error
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Fix shader crash when using local var with the same name as varying
2021-08-13 10:37:53 +03:00
Yuri Roubinsky
fa96c98bdf
Fix shader crash when using local var with the same name as varying
2021-08-13 09:20:16 +03:00
Bastiaan Olij
07fd559478
Implemented raster versions of bokeh shaders to replace broken gaussian implementation
2021-08-13 10:20:14 +10:00
Rémi Verschelde
56ac302dc4
Merge pull request #51580 from aaronfranke/particles-real-double
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Use real_t and double where appropriate in Particles
2021-08-12 20:51:21 +02:00
Aaron Franke
03e2544d50
Use real_t and double where appropriate in Particles
2021-08-12 11:35:31 -05:00
Hugo Locurcio
fd29432aab
Use nearest mipmaps for both minification and magnification
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This is generally the expected behavior when using a nearest + mipmaps
mode, as it's often used for pixel art games.
2021-08-12 18:24:10 +02:00
Rémi Verschelde
b63af73435
Merge pull request #51391 from Chaosus/shader_param_names
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Added parameter names to shader built-in function autocompletion
2021-08-12 14:58:11 +02:00
Yuri Roubinsky
fb37846b00
Added parameter names to shader built-in function autocompletion
2021-08-12 11:19:53 +03:00
Yuri Roubinsky
63c7d5c330
Removes an internal error report if shader fails compile
2021-08-12 10:18:18 +03:00
Rémi Verschelde
e2ca1d413e
Merge pull request #51533 from Calinou/fix-nearest-mipmap-filter
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Fix the Use Nearest Mipmap Filter project setting not working
2021-08-12 08:16:46 +02:00
floppyhammer
37230dbb1f
Fix CPUParticles2D disappearance after amount change
2021-08-12 10:53:37 +08:00
Hugo Locurcio
635f6cdf2e
Fix the Use Nearest Mipmap Filter project setting not working
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The project setting wasn't being used anywhere.
This also tweaks the property hints to denote that these properties
are only effective after a restart.
2021-08-12 01:58:42 +02:00
Rémi Verschelde
62047e4e48
Merge pull request #51486 from reduz/fixes-to-mobile-renderer
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Fixes and optimizations to mobile renderer
2021-08-11 15:19:11 +02:00
Yuri Roubinsky
efc6b29601
Merge pull request #51505 from Chaosus/shader_fix_shadetype-errorline
2021-08-11 14:46:04 +03:00
Yuri Roubinsky
2fb5231bbc
Break futher shader compilation after missing `;` after`shader_type`
2021-08-11 12:37:59 +03:00
Yuri Roubinsky
0f42a29864
Allow using more assignment operators on matrixes in shaders
2021-08-11 11:51:39 +03:00
Yuri Roubinsky
fead1595f9
Fix shader crash when using varying array in fragment->light context
2021-08-11 09:44:00 +03:00
clayjohn
a7c3e0dcd6
Use f0 instead of albedo in blinn and phong
2021-08-10 21:54:24 -07:00
reduz
ca117910da
Fixes and optimizations to mobile renderer
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* Only apply final actions to attachments used in the last pass.
* Fixes to draw list final action (was using continue instead of read/drop).
* Profiling regions inside draw lists now properly throw errors.
* Ability to enable gpu profile printing from project settings. (used to debug).
2021-08-10 23:17:28 -03:00
Rémi Verschelde
afb40920fe
Merge pull request #51411 from clayjohn/VULKAN-blinn-phong
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[4.0] Make Blinn and Phong specular modes take albedo into account
2021-08-10 21:11:48 +02:00
Rémi Verschelde
46beaacec3
Merge pull request #51017 from vnen/extension-fixes
2021-08-10 16:42:31 +02:00
Rémi Verschelde
16d73fefdb
Merge pull request #50682 from aaronfranke/basis-looking-at
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Move code for looking_at to Basis
2021-08-10 11:28:12 +02:00
Rémi Verschelde
8b960a2d2b
Merge pull request #51467 from Chaosus/fix_aa
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Fix incorrect border width of antialiased lines
2021-08-10 10:52:11 +02:00
Rémi Verschelde
51b4df72a7
Merge pull request #51436 from Calinou/tonemap-clamp-negative-colors
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Clamp negative colors regardless of the tonemapper to avoid artifacts
2021-08-10 09:56:11 +02:00
Rémi Verschelde
56f17d925f
Merge pull request #51417 from clayjohn/Vulkan-horizon-so
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Add horizon specular occlusion
2021-08-10 09:56:02 +02:00
Yuri Roubinsky
59c137a99b
Fix incorrect border width of antialiased lines
2021-08-10 09:08:02 +03:00
clayjohn
fa962ff27d
Make Blinn and Phong specular modes PBR
2021-08-09 20:09:00 -07:00
Aaron Franke
430ad75963
Some work on double support
2021-08-09 17:43:48 -05:00
Aaron Franke
84f720966c
Use doubles for time in many other places
2021-08-09 14:05:42 -05:00