Commit Graph

398 Commits

Author SHA1 Message Date
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
Hein-Pieter van Braam a83e77fded Explicitly use floating point numbers in the our shaders
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 95e34967d8 Fix precision issue with skeletons, closes #26057, closes #26062 2019-02-22 13:27:19 -03:00
JFonS 32e7641667 Revert back to ignoring LIGHT_VEC for 2D shadows 2019-02-21 12:16:10 +01:00
Rémi Verschelde 5fc86026ca Fix typos with codespell
Using codespell 1.14.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
doubleclick
lod
nd
numer
que
te
unselect
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-02-13 09:23:29 +01:00
JFonS 076a342a4e Make LIGHT_VEC affect 2D shadows again 2019-02-10 21:14:32 +01:00
thomas.herzog dddfe9a2df implemented texture_get_data() for TextureLayered 2019-01-23 16:12:29 +01:00
Rémi Verschelde 769341e180 Cleanup after @reduz :)
Fixes #25172.
2019-01-21 11:12:55 +01:00
Juan Linietsky 9ed34d4423 Use GLES2 approach to vertex shading in GLES3, which has been more developed. Fixes #21852 2019-01-14 20:41:12 -03:00
Bastiaan Olij 9f266cf7e5 Override GL_position 2018-12-29 23:56:50 +11:00
PouleyKetchoupp ab7759dbd1 Fixed fragment shader compilation error on android (S0001: Cannot compare 'float' with 'int') 2018-12-21 20:31:10 +01:00
Bastiaan Olij f3dd3c0830 Adding option to re-orient our sky 2018-12-15 19:41:34 +11:00
QbieShay 7c55228f5c fixed uv missing in vertex shader of canvas. 2018-12-13 07:48:30 +01:00
Rémi Verschelde 37e198c320
Merge pull request #23483 from clayjohn/fragment_camera_view
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
Rémi Verschelde dd06f6ee70 Fix style issues and signature mismatch 2018-11-28 10:21:07 +01:00
Juan Linietsky af8d941c55 Added luminance capping to avoid glitches on small dots. closes #17996 2018-11-28 01:22:20 -03:00
Juan Linietsky e6bc152de8 NORMALMAP was not working (no normal being used detected), fixes #9263 2018-11-27 18:05:20 -03:00
Juan Linietsky a397d3a46a Avoid voxel cone trace from going full 180 degrees, fixes #20716 2018-11-23 08:42:35 -03:00
Juan Linietsky 78624ad22c Ensure double sided normalmaps work, fixes #23760 2018-11-21 08:48:33 -03:00
Juan Linietsky 8aa38c9ad8 Fix shader bug likely introduced recently. 2018-11-16 14:30:34 -03:00
Juan Linietsky bb9127a78b Removed unnecesary normal multiplication (only culling was really needed), fixes #17776 2018-11-16 10:52:31 -03:00
Juan Linietsky 55f5f4757e
Merge pull request #23248 from dlasalle/fog
Add parameters for fog end depth and use alpha as density.
2018-11-14 10:24:55 -03:00
Dominique LaSalle 6eae6247e4 Add parameter for fog max depth and use alpha as density. 2018-11-13 17:19:11 -08:00
JFonS cbfb7bd613 Make 2D particles work OOTB (again) 2018-11-13 23:25:05 +01:00
Rémi Verschelde 8849d3b47d
Merge pull request #22639 from tagcup/opt
Avoid some unnecessary calculations in scene.glsl.
2018-11-12 21:22:57 +01:00
JFonS 85ce4a67ed Remove animation loop from ParticlesMaterial + improvements to CPUParticles2D
Remove animation loop from ParticlesMaterial and move it to
SpatialMaterial for 3D particles and Particles2D for the 2D case.

Added animation to CPUParticles2D as well as the "Convert to
CPUParticles2D" to the PAarticles2D menu.
2018-11-04 15:58:12 +01:00
Dominique LaSalle f39d14dd61 Fix gles3 shader to actually multiply specular light by rev_amount for fog calculations. 2018-10-22 21:09:34 -07:00
Ferenc Arn 35ea827e83 Avoid some unnecessary calculations in scene.glsl. 2018-10-11 10:34:37 -04:00
Juan Linietsky e0871b0f52 Baker fixes 2018-10-07 11:18:44 -03:00
Rémi Verschelde 45842c0ea9
Merge pull request #22627 from akien-mga/gles2-pixel-snap
GLES2: Implement pixel snap 2D option
2018-10-02 19:09:34 +02:00
Rémi Verschelde ac2a4771d5 GLES2: Implement pixel snap 2D option 2018-10-02 15:53:24 +02:00
Rémi Verschelde 8c9c1d6882
Merge pull request #21436 from CptPotato/tonemap-fixes
tonemapping fixes
2018-10-02 15:42:15 +02:00
Rémi Verschelde 9c93a401b9
Merge pull request #22483 from tagcup/fresnel
Restore the Fresnel term in the BRDF.
2018-10-02 15:18:31 +02:00
Bastiaan Olij a6df366b23 Moving lens distortion shader into drivers and adding GLES2 support 2018-10-02 17:14:43 +10:00
tagcup 9f4e9fcb81 Optimized GGX G function for GLES2.
Also changed the mapping of anisotropy to match the common definition.
2018-09-30 16:33:50 -04:00
Ferenc Arn e94f6aacee Restore the Fresnel term in the BRDF.
Was uncommented in 65fd37c, mostly likely by mistake since its important.

Also made a few corrections of specular -> specular_blob_intensity (gles2).
2018-09-30 12:17:48 -04:00
Juan Linietsky 0de8309b2c Many fixes to GLES2 renderer, fixed compilation issues in GLES3 shaders. 2018-09-29 13:49:34 -03:00
Rémi Verschelde 60312915dc Fix build after 65fd37c1, using Math_PI
Also fix style in shaders.
2018-09-23 18:26:57 +02:00
Juan Linietsky 65fd37c149 -Rewrote GLES2 lighting and shadows and optimized state changes, did many optimizations, added vertex lighting.
-Did some fixes to GLES3 too
2018-09-23 12:14:50 -03:00
JFonS 8f4f79c767 Fix lighting of rotated particles in 2D
Custom instance transform was not taken into account for normal map
calculation. Also renamed `extra_matrix2` to `extra_matrix_instance` for
more clarity.
2018-09-18 22:58:13 +02:00
luz.paz 08bde5b2de Misc. typos
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-09-12 21:39:17 -04:00
alex-poe 5cd00c3780 fix reinhard tonemapper, modified filmic tonemapper, added internal exposure bias 2018-08-27 10:08:38 +02:00
Rémi Verschelde 4226d56ca9 Style: Enable clang-format on GLSL shaders
As of clang-format 6.0.1, putting the `/* clang-format off */` hint
around our "invalid" `[vertex]` and `[shader]` statements isn't enough
to prevent a bogus indent of the next comments and first valid statement,
so we need to enclose that first valid statement in the unformatted chunk.
2018-08-27 07:34:14 +02:00
Juan Linietsky 62233423c7 Fix generation of env map, closes #18880 2018-08-24 13:31:31 -03:00
Rémi Verschelde 1b6d75a599 Style: Fix code formatting in GLES3 shaders 2018-08-24 13:42:18 +02:00
Nick Hahn 66eba18969 Fix handling of normals that approach 1 2018-08-12 12:45:43 +02:00
Hugo Locurcio 31c12f05c4
Tweak the default SpatialMaterial properties
Roughness is now set to 1 by default and albedo is now white,
even on meshes that do not have any materials defined.

This means there is no longer a visual difference between a
mesh with no materials defined and a mesh with a default
SpatialMaterial defined.
2018-08-07 17:04:30 +02:00
Juan Linietsky 4b549faaab transmission was broken, fix was made. Also fixed treshold. 2018-07-22 14:04:11 -03:00
Juan Linietsky ad88979841 Fix opaque pre pass not casting shadows 2018-07-22 13:18:27 -03:00
Alex Roman 2ce1118faa Add disable ambient light flag to shaders and materials 2018-07-17 21:30:43 +02:00
alex-poe 37357c86cd reformatted and restructured tonemap.glsl 2018-07-12 17:10:00 +02:00
alex-2b17x4 7fe75bb43b added 'whitepoint' to ACES tonemapping 2018-07-11 15:59:14 +02:00
JFonS 4421a6661d Move light 2D rotation to vertex shader 2018-07-05 11:12:04 +02:00
JFonS ac18444c7e Fix regression of 2D light height 2018-07-04 23:31:27 +02:00
Rémi Verschelde dfc4ca9f6a
Merge pull request #19807 from JFonS/fix_light_vec_rotation
Fix rotation of 2D lights
2018-07-04 15:15:23 +02:00
Rémi Verschelde 92bfde531c
Merge pull request #19786 from JFonS/correct_normal_scaling
Add render mode to ensure correct normals when using non-uniform scaling
2018-07-04 15:09:59 +02:00
Juan Linietsky 7fc2367508 Added ability for SSAO to affect AO textures too 2018-07-02 16:50:52 -03:00
JFonS c8cf71753c Add render mode to ensure correct normals when using non-uniform scaling 2018-06-21 00:12:12 +02:00
JFonS e9a3cf8feb Fix rotation of 2D lights 2018-06-19 11:24:51 +02:00
Juan Linietsky 3051bb8a81
Merge pull request #17845 from JFonS/disable_spatial_shadows
Added flag on SpatialMaterial to disable shadows
2018-05-07 16:18:25 -03:00
Bastiaan Olij 6f7fefa489 Added option to viewport to keep linear color 2018-05-06 19:28:09 +10:00
Juan Linietsky 3bd0ca2a2d Skeletal deform working 2018-05-04 11:54:21 -03:00
Juan Linietsky b3e4bc562c Skeleton for 2D WIP 2018-05-03 17:29:56 -03:00
Pieter-Jan Briers 25ba49fd88 Fixes canvas light shaders.
Fixes #16904

Restore more out functionality, fix built-ins.

Requested changes, I think?
2018-04-13 15:18:28 +02:00
JFonS 9c307d4b6c Added flag on SpatialMaterial to disable shadows 2018-03-29 18:46:42 +02:00
Rémi Verschelde 9f479f096c Fix typos in code and docs with codespell
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18 22:01:42 +01:00
Leon Krause cbc194dde6 Fix copy shader in GLSL ES 3.0 2018-01-15 23:46:45 +01:00
Rémi Verschelde e1a0f2bd71
Merge pull request #15636 from mrcdk/fix_canvas_light
Set correct types on a couple variables inside light_compute in canvas.glsl
2018-01-13 01:42:52 +01:00
MrCdK 408f4cb146 Set correct types on a couple variables inside the canvas.glsl 2018-01-12 22:02:28 +01:00
AndreaCatania 252344f706 Fixed graphic artifact caused by anisotropic filter 2018-01-11 12:55:18 +01:00
Bastiaan Olij ebc96195d8 Clamp blend to fix screen space reflections 2018-01-10 23:23:00 +11:00
volzhs 1c806abdaa Fix shader compile error on Android
**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
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.
- 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
-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
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
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
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
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
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)
-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.
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
Expose VIEWPORT_SIZE in shader language.
2017-10-30 19:32:21 -03:00
Ferenc Arn a0fc641f25 Expose VIEWPORT_SIZE in shader language.
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.
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
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.
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.
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.
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
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
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).
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
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
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.
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.
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
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
Juan Linietsky c864b782c0 Using advise from Matias, left the 0-1 range for lights, divisiom by PI, and multiplied lights by PI internally. 2017-10-01 20:33:38 -03:00
Juan Linietsky c9a925c4e0 Switched Burley/Lambert, and restored diffuse term to 0-1 range for compatibility. 2017-10-01 19:08:49 -03:00
Juan Linietsky 99a464ceb4 Merge pull request #11694 from tagcup/lambert_normalization
Ensure that Lambert is energy conserving.
2017-10-01 12:18:40 -03:00
Ferenc Arn ece18153c6 Add missing N.L factor to Burley's contribution to radiance. 2017-10-01 10:20:57 -04:00
Ferenc Arn dfaf071ae3 Fix environmental BRDF. 2017-09-30 20:28:30 -04:00
Juan Linietsky d4e20555e8 Ability to set a custom FOV makes it possible to use sky on orthogonal view. Closes #9186 2017-09-29 18:56:52 -03:00
Ferenc Arn 3e09b9b335 Fix clearcoat without Schlick-GGX specular.
Fixes #11698.
2017-09-29 10:59:05 -04:00
Ferenc Arn 33c600fedc Ensure that Lambert is energy conserving.
Also remove the diffuse_color factor in Oren-Nayar (which was already taken care of below, oops).
2017-09-29 09:47:06 -04:00
Gilles Roudiere 2c5fa0947d Merge pull request #11672 from tagcup/fix_oren_nayar
Fix Oren-Nayar diffuse.
2017-09-29 13:47:38 +02:00
Ferenc Arn 8cb67b03a9 Fix Oren-Nayar diffuse. 2017-09-28 19:26:01 -04:00
Indah Sylvia 392a94686c Fixed typo: 'texure' to 'texture' 2017-09-29 04:40:01 +07:00
Juan Linietsky 4f39ce32b9 Fixes to light shaders, should work now.. 2017-09-27 21:45:47 -03:00
Ferenc Arn ae78413bb1 Avoid pow in Burley diffuse. 2017-09-26 22:15:38 -04:00
Juan Linietsky 81c9cfdc1b Added light affect parameter to baked AO 2017-09-23 23:10:34 -03:00
Juan Linietsky fbabef6da3 Fixes to rim parameter in shader 2017-09-23 08:27:48 -03:00
Juan Linietsky bf371dcb32 Added proximity and distance fade to SpatialMaterial 2017-09-21 15:20:28 -03:00
Juan Linietsky 1c5376ae59 Many fixes to visual script, changed virtuals override for a proper selector. 2017-09-12 07:58:54 -03:00
Juan Linietsky c023a132d0 Fixed orthogonal projection in all effects and post processes 2017-09-07 20:16:33 -03:00
Juan Linietsky eedb39091a Several fixes to directional shadows, closes #10926
Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized.
2017-09-07 18:00:47 -03:00
Juan Linietsky dd854768da -Fix folow surface in subsurface scattering, closes #10696
-Fixed filter kernels of subsurface scattering so quality settings make more sense
2017-09-06 21:45:02 -03:00
Juan Linietsky ddadc782ba Fix frame selection in 2D particles, closes #10668 2017-09-06 08:31:11 -03:00
Juan Linietsky e192c1a7d3 Fix directional vertex shaded light which was using normal instead of light color, closes #10608 2017-09-05 17:31:09 -03:00
Juan Linietsky e611ff5f01 Fix opaque pre pass, closes #10472 2017-09-04 20:27:45 -03:00
Henrik Andersson e0a19a77e5 Don't compare float to int 2017-09-04 22:21:55 +02:00
Juan Linietsky 281fb4e4fb Added transmission shader parameter. 2017-09-03 10:30:37 -03:00
letheed 3a188015be add shadow_filter variant PCF7 2017-09-01 15:01:24 +02:00
Rémi Verschelde 82208c1e8b Merge pull request #10417 from bojidar-bg/x-fix-tilemap-transpose
Implement texture UV transpose in the gles3 renderer
2017-08-31 13:17:39 +02:00
Rémi Verschelde f1e3dec442 Merge pull request #10624 from letheed/master
Fix shadow filter pcf5 implemented as pcf7
2017-08-31 11:01:57 +02:00
Juan Linietsky e8b05ca996 -Fixed screen edge SSAO filter, fixes #9678
-Raised the SSAO limits, making the effect a lot more useful
-Still pending to enable tresholding to avoid some hollow places
2017-08-29 11:46:02 -03:00
Juan Linietsky 089cf8176e removed DISCARD built in variable, replaced by actual discard GLSL instruction, fixes #9677 2017-08-29 10:15:49 -03:00
Bojidar Marinov 92a42668f2
Implement texture UV transpose in the gles3 renderer
Now tilemap rotations work again \o/
2017-08-29 14:51:35 +03:00
Rémi Verschelde 6ef7783abb Merge pull request #10662 from hoelzl/python3-v3
Make build scripts Python 3 compatible
2017-08-28 00:05:15 +02:00
Juan Linietsky d23f323cde -Moved script run to editor, removed from project
-fixed to code completion
-fix shader crash bug reported by tagcup
2017-08-27 19:04:19 -03:00
Matthias Hoelzl b6e1e47e3a Make build scripts Python3 compatible
- The Windows, UWP, Android (on Windows) and Linux builds are
  tested with Scons 3.0 alpha using Python 3.
- OSX and iOS should hopefully work but are not tested since
  I don't have a Mac.
- Builds using SCons 2.5 and Python 2 should not be impacted.
2017-08-27 23:05:39 +02:00
Juan Linietsky 90445aae67 Fixed opaque unshaded materials, they go through the regular opaque render list, closes #9917 2017-08-25 09:56:10 -03:00
letheed a5d765db4f fix shadow filter pcf5 implemented as pcf7 2017-08-25 02:34:28 +02:00
Gilles Roudiere 591a892c2e fix ssao issue with intel hd**** hardwares 2017-08-23 00:10:37 +02:00
Juan Linietsky 294e912a84 Fade last cascade in directional shadow, closes #9779 2017-08-22 12:17:20 -03:00
Rémi Verschelde 411f0755a8 Fix Reindhart tonemapping, invalid type in signature
Fixes #10533.
2017-08-22 08:06:54 +02:00
Juan Linietsky 00a26f512c Several fixes to subsurface scattering. Closes #9530 2017-08-21 21:38:01 -03:00
Fabio Alessandrelli 9b9a723c77 Some fixes for shaders and WebGL2
Add padding to UBO data to be multiple of 16 bytes
Add precision definition for samplers
Replace texture2D (deprecated) with texture in shaders
2017-08-11 23:26:24 +02:00
Juan Linietsky df573f5c3a -Restored Sprite3D to working function, fixes #2061, fixes #9738
-Restored an alpha scissor property in Material
2017-08-08 17:23:44 -03:00
Juan Linietsky 2ea64d2dc1 Use vertex distance instead of z, fixes #9108 2017-08-06 21:57:40 -03:00
Juan Linietsky b276d92c8a Few small GI Probe fixes 2017-07-29 00:04:29 -03:00
Juan Linietsky f5277e347d Fixes to glow and auto exposure, closes #9797, closes #9106 2017-07-26 00:40:32 -03:00
Juan Linietsky 772485cdb3 Several changes to better run in mobile. 2017-07-22 14:08:17 -03:00
Juan Linietsky 3da3a36034 Many fixes to improve GI Probe quality 2017-07-15 23:24:37 -03:00
Juan Linietsky 5dd7c3b6ab Fix to make voxel cone tracing work properly again 2017-07-15 20:02:56 -03:00
Juan Linietsky 741145febd -Fix for multiple reflection probes causing issues.
-Fix for positional sound corruption to avoid making people deaf.
2017-07-15 18:42:06 -03:00
Rémi Verschelde d23fc16b2d Merge pull request #9564 from Noshyaar/pr-threshold
Refactor 'treshold' to 'threshold'
2017-07-08 23:51:53 +02:00
Juan Linietsky e577c5b070 Some adjustments to toon material to make it more flexible
Ability to also disable specular
2017-07-08 14:01:56 -03:00
Juan Linietsky f4c8c552f9 Added triplanar mapping, toon mode, and more specular modes for materials. Added multipass support for materials. 2017-07-08 12:36:15 -03:00
Poommetee Ketson 2fd204c35e Refactor 'treshold' to 'threshold' 2017-07-08 22:24:56 +07:00
Juan Linietsky 84de71872f -Added triplanar mapping modes
-Some fixes to shader lang
2017-07-08 08:07:49 -03:00
Juan Linietsky 1a857c5149 Fixed bug regarding to strange black shapes appearing in ice from material tester demo 2017-07-05 22:36:13 -03:00
Juan Linietsky 12a8fedfe6 Some changes to dual paraboloid envmap generation, fixes somme bleeding 2017-07-05 19:39:45 -03:00
Juan Linietsky 7263137dba Implemented environment arrays for skybox reflection and roughness, quality increase is enormous. 2017-07-04 23:53:08 -03:00
Robert Hernandez ffe8f8ca21 Fixed NinePatches not working on HTML5 2017-06-28 19:17:59 -04:00
Juan Linietsky 3ce046ee0c -Fixed SCREEN_TEXTURE and other related 2D shader parameters.
-Fixded BackBuffercopy object
2017-06-26 22:58:46 -03:00
Poommetee Ketson e3998528e0 BuildSystem: generated files have .gen.extension 2017-06-25 07:55:01 +07:00
Juan Linietsky 0cac32910a -Restored support for Canvas BG mode on Environment
-Improved ease of use of WorldEnvironment (no longer extends Spatial)
-2D editor viewport can now work in HDR!
2017-06-24 08:58:27 -03:00
Juan Linietsky 8ef1c41a4e Small fixes required to get platformer to work.
Added back CanvasItemMaterial
2017-06-23 14:31:59 -03:00
Juan Linietsky f27d2a3355 -Moved NinePatch to shader, saves a ton of draw calls rendering UI
-Implemented missing stretch modes, now tile and tile fit work
2017-06-21 23:37:25 -03:00
Juan Linietsky 95560e02c5 2D GPU Particles working.. 2017-06-21 16:26:26 -03:00
Juan Linietsky 0288be1e76 Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it. 2017-06-18 22:55:02 -03:00
Juan Linietsky 5c6cac4e53 Add normalmap support for drawing in all low level primitives. Only added support in Sprite so far. 2017-06-17 23:27:42 -03:00
Juan Linietsky 2da3f48e5a -Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to make it more GLSL compatible
-Fixed referencing of world_transform in fragment shader not working
-Fixed unsycn bug related to getting shader param list from the server
-Fixed getting all textures from shader properly, fixes #8353
2017-06-17 11:03:48 -03:00
Juan Linietsky 80929d36be TIME constant reverted to a single float, fixes #9123 2017-06-16 08:30:21 -03:00
Juan Linietsky 5d02b948a9 Cleaned up Screen Space Reflections, closes #8119 2017-06-16 08:30:21 -03:00
Juan Linietsky 29cfc365aa Fixes to SSR, WIP. 2017-06-16 08:30:21 -03:00
Juan Linietsky f8bd488457 Merge pull request #9109 from RandomShaper/optimize-2d-lighting
Add AT_LIGHT_PASS builtin to canvas shaders
2017-06-14 21:16:09 -03:00
Pedro J. Estébanez 93ffd9023f Add AT_LIGHT_PASS builtin to canvas shaders
This one allows for complex shaders paired with a simple lighting shader to skip code that would otherwise be pointlessly (and wastefully) run during the light pass.

Depending on your game (number of items and lights), this can yield some performance gain.
2017-06-15 02:03:15 +02:00
Juan Linietsky 462d8ceb46 Fixed several bugs with directional light, and changed defaults to be more sensible. 2017-06-14 17:06:36 -03:00
Juan Linietsky a8a1f2e2a8 -Fixed occluder rendering, closes #8560
-Ability to smooth out 2D shadow filters
2017-06-13 01:23:04 -03:00
Juan Linietsky 95c248e24f Remove default shadow bias of 0.1 for spot and omni light, fixes #8654 2017-06-13 00:07:05 -03:00
Juan Linietsky ea6cb22329 Merge pull request #8835 from ippan/particles_shader_index
add index to particles glsl
2017-06-12 23:33:41 -03:00
Juan Linietsky fc04e0b1f2 Fix bug breaking shader when skeleton+tangents were used, closes #8673 2017-06-12 19:54:35 -03:00
Juan Linietsky 612ab8fcdb -Restored multithread capability to VisualServer
-Restored resource previews!
2017-06-09 00:24:18 -03:00