godot/drivers/gles3
Hugo Locurcio a28a4ef98a
Decrease opacity of the overdraw debug draw mode
This allows distinguishing higher amounts of overlapping objects.
2021-07-04 00:23:06 +02:00
..
shaders Add VIEW_INDEX variable in shader so we know which eye/view we're rendering for 2021-05-05 16:22:03 +10:00
rasterizer_canvas_base_gles3.cpp Style: Enforce braces around if blocks and loops 2021-05-05 15:02:01 +02:00
rasterizer_canvas_base_gles3.h Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
rasterizer_canvas_gles3.cpp Clear glErrors instead of crashing when initializing GLES3 2021-06-21 17:53:24 +01:00
rasterizer_canvas_gles3.h Clear glErrors instead of crashing when initializing GLES3 2021-06-21 17:53:24 +01:00
rasterizer_gles3.cpp Clear glErrors instead of crashing when initializing GLES3 2021-06-21 17:53:24 +01:00
rasterizer_gles3.h Clear glErrors instead of crashing when initializing GLES3 2021-06-21 17:53:24 +01:00
rasterizer_scene_gles3.cpp Decrease opacity of the overdraw debug draw mode 2021-07-04 00:23:06 +02:00
rasterizer_scene_gles3.h Style: Enforce braces around if blocks and loops 2021-05-05 15:02:01 +02:00
rasterizer_storage_gles3.cpp Remove duplicate WARN_PRINTS macro 2021-06-18 12:57:59 +01:00
rasterizer_storage_gles3.h Style: Enforce braces around if blocks and loops 2021-05-05 15:02:01 +02:00
SCsub SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
shader_compiler_gles3.cpp Backport dd0874e "Allow passing varying from fragment to light shader function" to 3.4 2021-05-14 11:28:48 -07:00
shader_compiler_gles3.h Backport dd0874e "Allow passing varying from fragment to light shader function" to 3.4 2021-05-14 11:28:48 -07:00
shader_gles3.cpp Remove duplicate ERR_PRINTS macro 2021-06-16 11:56:25 +01:00
shader_gles3.h Style: Enforce braces around if blocks and loops 2021-05-05 15:02:01 +02:00