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
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
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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
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
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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 :)
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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
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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
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
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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
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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
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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
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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
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tonemapping fixes
2018-10-02 15:42:15 +02:00
Rémi Verschelde
9c93a401b9
Merge pull request #22483 from tagcup/fresnel
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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.
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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.
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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
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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.
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-Did some fixes to GLES3 too
2018-09-23 12:14:50 -03:00
JFonS
8f4f79c767
Fix lighting of rotated particles in 2D
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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
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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
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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
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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