clayjohn
2b3f2ee372
keep DEPTH from causing compile error in GLES2
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(cherry picked from commit 5056b4a02c
)
2019-04-03 17:00:21 +02:00
Rémi Verschelde
3ebde6fac3
GLES2: Fix comments in previous commit that broke rendering (!)
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Do NOT use "[vertex]" in a comment...
Kids, don't try to learn OpenGL on a production branch right before
a stable release.
2019-03-12 00:26:56 +01:00
Rémi Verschelde
74e224f2c7
GLES2: Add comments around EXT_shader_texture_lod check
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To avoid reintroducing bugs as I did in #26928 and #26932 .
texture2DLodEXT and textureCubeLodEXT are only for the fragment shader with
https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_shader_texture_lod.txt
In the vertex shader, texture2DLod and textureCubeLod are built-in.
2019-03-11 23:18:21 +01:00
Rémi Verschelde
764671d2d0
Revert "GLES2: Ensure extension checks for texture2DLod"
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This reverts commit f5f565e3e4
.
2019-03-11 23:12:49 +01:00
Rémi Verschelde
4cdb2d0502
Revert "GLES2: Fix regression on texture2DLod extension checks"
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This reverts commit 8c2d38152f
.
2019-03-11 23:12:39 +01:00
Rémi Verschelde
8c2d38152f
GLES2: Fix regression on texture2DLod extension checks
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These can't be done after any non-preprocessor token.
2019-03-11 21:59:20 +01:00
Rémi Verschelde
f5f565e3e4
GLES2: Ensure extension checks for texture2DLod
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In canvas.glsl and scene.glsl, we were using texel2DFetch from stdlib.glsl,
which uses texture2DLod. In both cases, the stdlib.glsl include came before
the define of texture2DLod.
Might fix issues for drivers that don't support GL_EXT_shader_texture_lod.
2019-03-11 19:34:31 +01:00
Rémi Verschelde
b753223ac2
Merge pull request #26567 from clayjohn/pixel_snap_artifact
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Fixed pixel snap precision artifact
2019-03-04 16:58:08 +01:00
clayjohn
b804c491b7
fixed pixel snap precision artifact
2019-03-04 07:18:02 -08:00
Rémi Verschelde
b811207406
More style cleanup...
2019-03-04 10:11:29 +01:00
Juan Linietsky
2f32a75d2e
Skeletons can now choose between using local or world coords for processing, fixes #26468
2019-03-03 12:24:00 -03:00
Rémi Verschelde
0ba75c195e
Fix GCC 5 build after #26331 and cleanup style
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Also cleanup after 01a3dd3
.
2019-02-27 09:01:24 +01:00
Rémi Verschelde
e47b4bdc3d
Merge pull request #26286 from kaadmy/gles2_ortho_shadow
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Fix orthographic shadow color when using GLES2
2019-02-26 08:50:42 +01:00
Juan Linietsky
a32b26dfa2
Several fixes to make GLES2 on HTML5 work much better.
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Changed math class error reporting to be a bit less paranoid.
2019-02-25 21:47:29 -03:00
KaadmY
e1a34d0728
Fix orthographic shadow color when using GLES2
2019-02-25 13:57:23 -08:00
Juan Linietsky
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
Hein-Pieter van Braam
a83e77fded
Explicitly use floating point numbers in the our shaders
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We need to be explicit about using floating point numbers in our shaders
for compatibility with mobile GLES drivers.
2019-02-24 23:35:10 +00:00
Juan Linietsky
d79c8d7655
Fix vertex lighting in GLES2, closes #25365
2019-02-23 19:53:04 -03:00
Juan Linietsky
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
Rémi Verschelde
c4b736d7ad
Fix code style issues
2019-02-22 09:52:27 +01:00
JFonS
32e7641667
Revert back to ignoring LIGHT_VEC for 2D shadows
2019-02-21 12:16:10 +01:00
clayjohn
9b0326d2f3
added shadow_color property to gles2
2019-02-17 23:57:57 -08:00
Juan Linietsky
4af8009b9d
Fix fog in GLES2 by using epic hack, closes #25410
2019-02-12 14:35:16 -03:00
Rémi Verschelde
204f9083f4
Merge pull request #25682 from JFonS/fix_light_canvas_gles2
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Fix canvas light shaders on GLES2
2019-02-12 11:27:21 +01:00
JFonS
076a342a4e
Make LIGHT_VEC affect 2D shadows again
2019-02-10 21:14:32 +01:00
JFonS
5186d4f3ad
Fix canvas light shaders on GLES2
2019-02-07 15:58:36 +01:00
Juan Linietsky
2e5ede7a4e
Properly discard fragments during depth prepass opaque pass, fixes #23321
2019-01-27 20:20:07 -03:00
Juan Linietsky
b32298a660
Ensure WebGL uses highp by default, and fix some wrong mediump usages. Fixes #22962 .
2019-01-24 18:58:42 -03:00
Juan Linietsky
7fa41f17a6
Makes screen texture work in GLES2 (2D for now), fixes #23604
2019-01-24 17:00:33 -03:00
Juan Linietsky
2d57ec2460
Fix problem with texture2Dlod, closes #25263
2019-01-23 17:06:37 -03:00
Juan Linietsky
4f4e46edd5
Implement unpacking for compressed vertex formats on GLES2 when not supported, fixes #22957
2019-01-22 21:57:09 -03:00
santouits
3c1cd2873b
WebGL1 some changes
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glRenderBufferStorage doesn't accept the _DEPTH_COMPONENT24_OES so I changed it to GL_DEPTH_COMPONENT16
https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/renderbufferStorage
https://www.khronos.org/registry/webgl/extensions/rejected/OES_depth24/
Enabled ext_shader_texture_lod extension. I guess it does the same like the GL_ARB_shader_texture_lod extension, but in WebGL1
https://www.khronos.org/registry/webgl/extensions/EXT_shader_texture_lod/
And last WebGL1 doesn't allow indexes not constant, so I changed it into a loop reading this:
https://stackoverflow.com/questions/19529690/index-expression-must-be-constant-webgl-glsl-error
2019-01-22 13:40:28 +02:00
santouits
e7e9a7cc6c
webgl1 doesn't like backslashes in #define
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According to
https://www.khronos.org/registry/OpenGL/specs/es/2.0/GLSL_ES_Specification_1.00.pdf
, backslashes aren't necessary supported as line continuation characters
in preprocessor directives
2019-01-21 21:41:39 +02:00
Rémi Verschelde
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
Rémi Verschelde
b16c309f82
Update copyright statements to 2019
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Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Avril
971c05dc5e
fixes glsl syntax error
2018-12-29 15:37:50 +01:00
Bastiaan Olij
9f266cf7e5
Override GL_position
2018-12-29 23:56:50 +11:00
Juan Linietsky
a366d45856
-Implented 2D Mesh support for GLES2
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-Implemented 2D Skeleton deform for GLES2
-Implement Multimesh support for GLES2, closes #20524 , closes #21839
2018-12-27 20:41:04 -03:00
Rémi Verschelde
57416bfbce
GLES2: Define 'lowp' for OpenGL 2.1
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Precision qualifiers are only used on OpenGL ES 2.0 and 3.0,
and while OpenGL 3.3 defines them for compatibility (but without
practical effect), they're missing from OpenGL 2.1, so we define
them to prevent compilation errors.
Fixes #24521 .
2018-12-21 15:14:58 +01:00
Juan Linietsky
3bdd1ff387
Support lights and shadows in GLES2, fixes #21853
2018-12-20 10:10:30 -03:00
Rémi Verschelde
b3f6e54cc6
Style: Fix formatting in GLES2 shaders
2018-12-20 10:33:48 +01:00
Gitea
9f48094982
fix gles2 spotlight problem
2018-12-20 15:01:59 +08:00
Juan Linietsky
aa819a8538
Properly support light shaders in GLES2, fixes #21651
2018-12-19 10:25:45 -03:00
Juan Linietsky
bec76cfa19
Change how rects are drawn (and also will help batching eventually), to workaround problem in #9913
2018-12-18 17:50:35 -03:00
Rémi Verschelde
20379119c3
Merge pull request #24366 from BastiaanOlij/adjust_sky_orientation
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Adding option to re-orient our sky
2018-12-16 22:56:43 +01:00
Bastiaan Olij
205bcff279
Fix highp issue in lens shader on gles2
2018-12-16 08:47:47 +11:00
Bastiaan Olij
f3dd3c0830
Adding option to re-orient our sky
2018-12-15 19:41:34 +11:00
Rémi Verschelde
37e198c320
Merge pull request #23483 from clayjohn/fragment_camera_view
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Make VIEW vector available in fragment shader
2018-12-11 20:44:41 +01:00
clayjohn
2042d6214e
make VIEW vector available in fragment
2018-12-11 09:44:38 -08:00
muiroc
2827ee77d0
gles2 implemented VIEWPORT_SIZE builtin for spatial shader
2018-12-11 18:11:07 +01:00