godot/drivers/gles3
clayjohn b5660604e4 Avoid switch statement in glsl files to workaround shader compiler crash on macOS devices 2024-05-01 20:56:53 -07:00
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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 Avoid switch statement in glsl files to workaround shader compiler crash on macOS devices 2024-05-01 20:56:53 -07:00
storage Fix OpenGL: _shadow_atlas_find_shadow: Condition "!sli" is true. 2024-04-08 15:48:30 +02:00
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