godot/drivers/gles3
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
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shaders 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
SCsub Begining of GLES3 renderer: 2016-10-03 21:35:16 +02:00
rasterizer_canvas_gles3.cpp 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
rasterizer_canvas_gles3.h 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
rasterizer_gles3.cpp Restored everything related to information polling, and added information box for viewport. 2017-06-11 18:13:04 -03:00
rasterizer_gles3.h Removal of Image from Variant, converted to a Resource. 2017-05-17 07:37:45 -03:00
rasterizer_scene_gles3.cpp Fix transparent background rendering, closes #8703 2017-06-17 08:59:43 -03:00
rasterizer_scene_gles3.h TIME constant reverted to a single float, fixes #9123 2017-06-16 08:30:21 -03:00
rasterizer_storage_gles3.cpp -Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to make it more GLSL compatible 2017-06-17 11:03:48 -03:00
rasterizer_storage_gles3.h Fix transparent background rendering, closes #8703 2017-06-17 08:59:43 -03:00
shader_compiler_gles3.cpp Add AT_LIGHT_PASS builtin to canvas shaders 2017-06-15 02:03:15 +02:00
shader_compiler_gles3.h Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
shader_gles3.cpp Rework shading modes and change location of light shader 2017-06-01 18:56:02 -03:00
shader_gles3.h Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00