clayjohn
2c7dd35822
Ensure proper vertex input masks are used in 2D compatibility renderer
2024-02-27 15:39:20 -08:00
Erik Johnson
eab95698cd
Fix shadows for billboarded Sprite3D's
2024-02-13 10:36:38 +01:00
Rémi Verschelde
4a30fe5e7c
Merge pull request #86564 from Giwayume/feature/canvas-item-shader-custom-data
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Support CUSTOM shader attributes in 2D
2024-02-08 10:53:24 +01:00
jsjtxietian
2004ad1ac5
Clean up outdated USE_LIGHT_SHADER_CODE
usage
2024-01-24 12:30:27 +08:00
Giwayume
bb83c4adec
Add custom shader attributes to Canvas Item Shaders
2024-01-23 14:36:39 -05:00
Rémi Verschelde
a311a4b162
Merge pull request #83976 from BastiaanOlij/gles3_msaa_scaler
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Add 3D MSAA and scaling support to GLES3
2023-12-07 14:36:42 +01:00
Bastiaan Olij
caddce14dd
Add 3D MSAA and scaling support to GLES3
2023-12-05 10:01:00 +11:00
clayjohn
c0c1efc5da
Use vertex input mask for creating vertex arrays
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Also fix bug in creation of vertex input mask
2023-11-19 16:32:55 +01:00
Rémi Verschelde
0e04203293
GLES3: Ensure all ShaderData is properly initialized in set_code
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Fixes #84418 .
2023-11-11 15:13:23 +01:00
clayjohn
9c5adac342
Properly rename INSTANCE_ID and VERTEX_ID in canvas item shaders in the compatibility backend
2023-11-07 17:55:51 +01:00
clayjohn
d1043a5f93
Enhance checks and user experience around tangents.
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Ensure `ensure_tangents` option actually creates tangent array. Even if it is just a dummy array.
Allow mesh to generate its own tangents when using compression. This allows users to compress meshes without tangents.
Warn users if they are trying to read from tangents without providing tangents.
2023-11-01 22:40:42 +01:00
Rémi Verschelde
55282ddc10
Merge pull request #79527 from QbieShay/qbe/particles-rework
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Particle internal refactor and additions for more artistic control
2023-10-10 22:48:50 +02:00
QbieShay
c228fe1a0d
Particle internal refactor and additions for more artistic control
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Co-authored-by: Mew Pur Pur <85438892+MewPurPur@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2023-10-10 20:03:35 +02:00
A Thousand Ships
f18aa00e85
Replace ERR_FAIL_COND
with ERR_FAIL_NULL
where applicable
2023-10-08 17:23:33 +02:00
clayjohn
04846c1d6d
Avoid default fallback material when using world_vertex_coords
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This avoids z-fighting between the opaque shader and the depth prepass shader
2023-10-05 19:11:48 -06:00
clayjohn
51ed3aef63
Vertex and attribute compression to reduce the size of the vertex format.
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This allows Godot to automatically compress meshes to save a lot of bandwidth.
In general, this requires no interaction from the user and should result in
no noticable quality loss.
This scheme is not backwards compatible, so we have provided an upgrade
mechanism, and a mesh versioning mechanism.
Existing meshes can still be used as a result, but users can get a
performance boost by reimporting assets.
2023-10-05 12:02:23 -06:00
Rémi Verschelde
9a1b4f338b
Merge pull request #81160 from paddy-exe/canvas-uv-world-space
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Add render mode to use world coordinates in canvas item shader
2023-09-19 09:03:18 +02:00
A Thousand Ships
3565d1bf7e
[Drivers,Platform] Replace ERR_FAIL_COND
with ERR_FAIL_NULL
where applicable
2023-09-12 20:13:32 +02:00
Milan Gruner
45a33cc749
Implement render mode fog_disabled and BaseMaterial3D setting Disable Fog
2023-09-05 18:15:02 +02:00
Patrick
c98ab5aba3
Add option to use world coordinates in canvas item shader
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By using the render mode `world_vertex_coords` you can automatically use the vertex coordinates in world space
2023-08-30 15:32:18 +02:00
bitsawer
41def3740a
Fix global shader uniform texture loading
2023-08-15 14:18:26 +03:00
Clay
7c812cd7e9
Fix use of discard in shaders
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discard was being included in all shaders set to depth pass opaque, which is the majority of shaders
Instead it should only be used with alpha prepass materials
2023-07-24 23:21:04 +02:00
clayjohn
8a5af8183a
Add warnings and fallbacks for particles sub emitters when using the GL Compatibility rendering backend
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-06-21 12:56:52 -07:00
clayjohn
8a7f02addb
Remove outdated warning when using screen texture in GL Compatibility renderer
2023-06-15 18:48:50 -07:00
clayjohn
0b7e2dfdfc
Ensure that "detect 3D" is only called when using 3D shaders
2023-06-13 13:20:11 -07:00
bitsawer
23c375d6b4
Fix shader uniform storage conversions and crash
2023-05-29 15:17:13 +03:00
Dani Frank
6d3634e29f
fix gles texture uniform array binding
2023-05-26 23:11:02 +03:00
Allen Pestaluky
51f0e36509
Fixed issues with blend modes in OpenGL 3 renderer
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Added uses_blend_alpha = true for ADD, SUBTRACT, and MULTIPLY blend modes to match the other renderers
Fixes #76334
2023-05-24 10:35:23 -04:00
Max Hilbrunner
39d85308fd
Merge pull request #76109 from paddy-exe/fix-node-position-view
2023-05-05 14:35:41 +02:00
Johan Aires Rastén
8452e6cdb3
Add SPECULAR_AMOUNT spatial light shader built-in
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Light3D has a light_specular property which is used to set the
intensity of specular contributed by this light source, but it was
previously only used by the default material light shader, and not
possible to use in a custom light() shader.
2023-05-04 09:15:12 +02:00
Patrick
e35bbd76a3
Fix Rotation Issue with NODE_POSITION_VIEW Visual Shader Node
2023-05-03 19:59:43 +02:00
Johan Aires Rastén
14a8124ffe
Add LIGHT_IS_DIRECTIONAL built-in for spatial shaders
2023-04-20 14:33:30 +02:00
clayjohn
9be0a73294
Add EXPOSURE built in to spatial shaders
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This allows users to restore light values to pre-pre-exposure amounts
2023-04-12 10:35:13 -07:00
RedMser
ed960453b7
Make solving project setting errors easier
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Show full project setting path in error messages.
Force filtering for advanced settings if filter is not empty.
2023-03-27 08:10:35 +02:00
Yuri Sizov
ded38c5d75
Merge pull request #73839 from clayjohn/OUTPUT_IS_SRGB
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Clean up OUTPUT_IS_SRGB redefinitions
2023-03-16 13:03:37 +01:00
clayjohn
46b416f3b1
Add proper default texture filter and repeat modes for Canvas shaders in the OpenGL3 renderer
2023-03-03 10:58:57 -08:00
Rémi Verschelde
ec6e072836
Merge pull request #73966 from the-brickster/GLES3_GL_POINT_FIX
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Solution for resolving the issue of point size not functioning correctly in GLES3
2023-03-02 11:23:48 +01:00
clayjohn
c69b14e96e
Add warnings for unsupported features in mobile and gl_compatibility backends
2023-02-26 12:28:02 -08:00
LandoUWB
f23f0a27c1
Commit Fix for GLES3 point size not working
2023-02-25 23:39:43 -08:00
clayjohn
316cf04059
Clean up OUTPUT_IS_SRGB redefinitions
2023-02-23 12:56:42 -08:00
Yuri Rubinsky
94831c7209
Forbid passing multiview sampler to the custom function in shaders
2023-02-21 11:23:17 +03:00
clayjohn
d3b3419aff
Notify mesh surface when render_priority changes
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This ensures that the mesh properly takes render_priority into account when changed
2023-02-13 18:09:33 -08:00
Bastiaan Olij
8c77aea9ab
Expose EYE_OFFSET to gdshader code
2023-02-01 12:39:13 +11:00
clayjohn
eefddb07bc
Properly append global uniform buffer name in gl_compatibility shaders
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Also error when using instance uniforms
2023-01-26 12:14:45 -08:00
Bastiaan Olij
85c478e170
Make screen texture and depth texture work in Multiview
2023-01-25 13:35:01 +11:00
clayjohn
faea9f5c10
Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE
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in favour of texture hints
2023-01-18 19:52:47 -08:00
Yuri Rubinsky
01cddbb12a
Clear material arrays to prevent freeing of invalid texture RID
2023-01-13 23:25:09 +03:00
clayjohn
f78b492682
Properly map shader language texture hints to sampler hints in GLES3 renderer
2023-01-06 15:52:12 -08:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
clayjohn
062fb8b0dc
Ignore depth draw optimization when using depth draw alpha prepass
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This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
2023-01-03 12:33:07 -08:00