godot/drivers/gles2
Hugo Locurcio 31ad99072f
Allow changing directional shadow size at run-time
Factoring out the directional shadow creation code allows calling it
at any time. This works in both GLES3 and GLES2.
2021-10-23 22:04:59 +02:00
..
shaders Remove unused built-in GLES2 shaders 2021-10-15 17:41:31 +02:00
rasterizer_canvas_base_gles2.cpp Add DEV_ASSERT and DEV_CHECK macros 2021-10-04 14:57:54 +01:00
rasterizer_canvas_base_gles2.h Style: Replaces uses of 0/NULL by nullptr (C++11) 2021-05-04 16:30:23 +02:00
rasterizer_canvas_gles2.cpp Add DEV_ASSERT and DEV_CHECK macros 2021-10-04 14:57:54 +01:00
rasterizer_canvas_gles2.h Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
rasterizer_gles2.cpp Fix -Wextra warnings from GCC 11 2021-09-29 15:23:12 +02:00
rasterizer_gles2.h Clear glErrors instead of crashing when initializing GLES3 2021-06-21 17:53:24 +01:00
rasterizer_scene_gles2.cpp Allow changing directional shadow size at run-time 2021-10-23 22:04:59 +02:00
rasterizer_scene_gles2.h Allow changing directional shadow size at run-time 2021-10-23 22:04:59 +02:00
rasterizer_storage_gles2.cpp Backport new 3D point light attenuation as an option 2021-10-08 22:15:22 +02:00
rasterizer_storage_gles2.h Backport new 3D point light attenuation as an option 2021-10-08 22:15:22 +02:00
SCsub SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
shader_compiler_gles2.cpp [3.x] Fix shader crash when using local var with the same name as varying 2021-08-13 09:30:35 +03:00
shader_compiler_gles2.h Backport dd0874e "Allow passing varying from fragment to light shader function" to 3.4 2021-05-14 11:28:48 -07:00
shader_gles2.cpp Octahedral Normal/Tangent Compression 2021-07-30 10:29:09 -04:00
shader_gles2.h Fix -Wextra warnings from GCC 11 2021-09-29 15:23:12 +02:00