Precision qualifiers are only used on OpenGL ES 2.0 and 3.0,
and while OpenGL 3.3 defines them for compatibility (but without
practical effect), they're missing from OpenGL 2.1, so we define
them to prevent compilation errors.
Fixes#24521.
As of clang-format 6.0.1, putting the `/* clang-format off */` hint
around our "invalid" `[vertex]` and `[shader]` statements isn't enough
to prevent a bogus indent of the next comments and first valid statement,
so we need to enclose that first valid statement in the unformatted chunk.
This reverts commit f55039b194.
The GLES2 batching seems to require more testing and tweaking in order
to actually make the performance better on Android devices. It's been
proved with #21184 that the current implementation has it's drawbacks
therefore I suggest reverting the commit for now.
Adds GLES2 draw calls batching for the same render list item that uses
multiple rasterizer commands (e.g. Label node; a node with multiple
GDScript draw_* calls).
This commit adds a new rendering backend, GLES2, and adds a
project setting to enable it.
Currently this backend can only be used on the X11 platform,
but integrating into other platforms is planned.
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
The macro USE_LIGHT_SHADOW_COLOR actually was being defined when the shader used SHADOW (the output shadow color), not the shadow color set for the light so it's better named USE_OUTPUT_SHADOW_COLOR. In 3D there's not that difference but renaming as well for consistency.
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-Changed material unshaded property for an enum, which supports light-only shading
-Added a "Mix" shading mode, useful for using lights as masks
-Added energy parameter to Light2D
-=-==-=-=-=-=-=-
-Small fixes in canvas item light shader
-Fixed compilation in server target
-Export for Android makes 32 bits display as default
-changed version to 1.1beta1
Added support for 2D shadow casters.
*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Auto indenter in code editor, this makes it much easier to paste external code.
-Zoom in 2D viewport now uses the mouse pointer as reference.
-Obscure hack to see where code/line of GDScript in C++ backtrace.
-Fixed a bug where keys would get stuck on X11 if pressed simultaneously
-Added Api on IP singleton to request local IPs.
-Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.