godot/drivers/gles3
Hugo Locurcio 562613ac37
Make Overdraw, Lighting and Shadow Splits debug draw modes ignore decals
This also makes the Overdraw and Shadow Splits debug draw modes ignore fog.
The Lighting debug draw mode still displays fog as that debug draw mode
is intended to preview scene lighting, and fog has an impact on how
lighting is perceived.

(cherry picked from commit 26a220bd31)
2024-03-12 00:38:27 +01:00
..
effects Only copy the relevant portion of the screen when copying to backbuffer in Compatibility backend 2024-01-24 15:57:59 +01:00
environment Merge pull request #81167 from bitsawer/fix_sdfgi_editor_change 2023-10-25 10:27:03 +02:00
shaders Significantly improve the speed of shader compilation in compatibility backend 2024-03-11 15:00:44 +01:00
storage Make `RID_Owner<Texture>` threadsafe in `TextureStorage` for gles3 2024-03-11 15:00:44 +01:00
SCsub Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
rasterizer_canvas_gles3.cpp Disable scissor test after rendering batches in compatibility renderer 2024-01-24 16:38:29 +01:00
rasterizer_canvas_gles3.h Debug CanvasItem redraw 2023-08-28 12:53:56 +02:00
rasterizer_gles3.cpp [macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add EGL_ANDROID_blob_cache caching. 2023-09-21 14:21:00 +03:00
rasterizer_gles3.h [macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add EGL_ANDROID_blob_cache caching. 2023-09-21 14:21:00 +03:00
rasterizer_scene_gles3.cpp Make Overdraw, Lighting and Shadow Splits debug draw modes ignore decals 2024-03-12 00:38:27 +01:00
rasterizer_scene_gles3.h implement overdraw, lighting, and unshaded debug draw modes for opengl 2024-03-12 00:38:27 +01:00
shader_gles3.cpp Fix shader cache with transform feedback on some android devices 2024-03-11 15:00:44 +01:00
shader_gles3.h Add shader_cache_dir_valid check to _save_to_cache 2024-03-11 15:00:44 +01:00