Pedro J. Estébanez
11815a23dc
Fix GLES2 automatic texture lookup in canvas
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After this change the color will only be fetched if the shader code doesn't use it explicitly, to match the GLES3 behaviour.
Fixes #23179 .
2018-10-28 02:37:34 +01:00
Rémi Verschelde
b9eb3a048e
GLES2: Fix shadows shader error for SpotLights
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Fixes #23268 .
2018-10-25 12:14:02 +02:00
Rémi Verschelde
cfa8ef1f77
Merge pull request #23186 from BastiaanOlij/fix_gles2_stereo_sky
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Fixed stereoscopic (VR) sky in GLES2
2018-10-24 15:16:36 +02:00
Rémi Verschelde
053da2b487
GLES2: Fix typo in tangent calculation
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Thanks @tagcup for the find.
Fixes #23234 .
2018-10-24 11:10:16 +02:00
Bastiaan Olij
ef06079ad1
Fixed stereoscopic (VR) sky in GLES2
2018-10-21 11:36:01 +11:00
Leon Krause
7a4d5ddb4d
Format GLES2 scene.glsl
2018-10-06 02:17:24 +02:00
Leon Krause
e869d53e6d
Fix GLES2 uniform precision
2018-10-06 02:15:04 +02:00
Jean-François Michaud
700d5d26c9
Fix #22591 : shader failed to compile when shadow enabled because of incompatible assignment of vec3 to a vec4.
2018-10-03 13:42:17 -04:00
Juan Linietsky
286b70839e
vertex lit optimization for fog.
2018-10-02 19:08:33 -03:00
Juan Linietsky
11f088279d
Implemented FOG support in GLES2.
2018-10-02 18:53:16 -03:00
Rémi Verschelde
45842c0ea9
Merge pull request #22627 from akien-mga/gles2-pixel-snap
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GLES2: Implement pixel snap 2D option
2018-10-02 19:09:34 +02:00
Ferenc Arn
658c2b6eee
Bring accidentally commented out lines back.
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Oversight by me in #22483 . GLES2 doesn't seem to be supporting anisotropy at the moment anyway ---in case it gets revived.
2018-10-02 12:44:31 -04:00
Rémi Verschelde
ac2a4771d5
GLES2: Implement pixel snap 2D option
2018-10-02 15:53:24 +02:00
Rémi Verschelde
9c93a401b9
Merge pull request #22483 from tagcup/fresnel
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Restore the Fresnel term in the BRDF.
2018-10-02 15:18:31 +02:00
Rémi Verschelde
6e619ccb24
Merge pull request #22562 from muiroc/gles2_canvas_skip_transform
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Uses skip_vertex_transform in GLES2 canvas shader
2018-10-02 15:12:50 +02:00
Bastiaan Olij
a6df366b23
Moving lens distortion shader into drivers and adding GLES2 support
2018-10-02 17:14:43 +10:00
Rémi Verschelde
85bb1c445c
Style: Run clang-format on shaders again
2018-10-02 08:34:08 +02:00
Juan Linietsky
c24277a520
-Many GLES2 optimizations
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-Android export fixes (use ETC if GLES2 backend in use)
-revert to thekla atlas because xatlas is not working well
2018-09-30 23:11:24 -03:00
tagcup
9f4e9fcb81
Optimized GGX G function for GLES2.
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Also changed the mapping of anisotropy to match the common definition.
2018-09-30 16:33:50 -04:00
Ferenc Arn
e94f6aacee
Restore the Fresnel term in the BRDF.
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Was uncommented in 65fd37c
, mostly likely by mistake since its important.
Also made a few corrections of specular -> specular_blob_intensity (gles2).
2018-09-30 12:17:48 -04:00
muiroc
9a5d867210
Uses skip_transform in gles2 canvas shader
2018-09-30 18:10:58 +02:00
Rémi Verschelde
d3f01a2281
Style: Run clang-format on recent shader changes
2018-09-30 16:31:46 +02:00
Juan Linietsky
ce8294986d
Some more GLES2 tuning..
2018-09-29 23:47:24 -03:00
Juan Linietsky
3333166b07
Many more GLES2 fixes
2018-09-29 19:17:52 -03:00
Juan Linietsky
4115e6d179
This fixes a bug in refprobe blending, but I have no idea when I fixed it. It just started working all of sudden..
2018-09-29 17:03:35 -03:00
Juan Linietsky
0de8309b2c
Many fixes to GLES2 renderer, fixed compilation issues in GLES3 shaders.
2018-09-29 13:49:34 -03:00
Juan Linietsky
c83742ba86
-Lightmap and lightmap capture support for GLES2
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-Added hint to not show some properties when running on low end gfx
2018-09-28 20:33:18 -03:00
Juan Linietsky
f2ed26d71e
Reflection probe support in GLES2 back-end.
2018-09-28 16:42:47 -03:00
Rémi Verschelde
60312915dc
Fix build after 65fd37c1
, using Math_PI
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Also fix style in shaders.
2018-09-23 18:26:57 +02:00
Juan Linietsky
65fd37c149
-Rewrote GLES2 lighting and shadows and optimized state changes, did many optimizations, added vertex lighting.
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-Did some fixes to GLES3 too
2018-09-23 12:14:50 -03:00
Rémi Verschelde
4226d56ca9
Style: Enable clang-format on GLSL shaders
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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.
2018-08-27 07:34:14 +02:00
Juan Linietsky
62233423c7
Fix generation of env map, closes #18880
2018-08-24 13:31:31 -03:00
Rémi Verschelde
e68b96928b
Style: Fix code formatting in GLES2 shaders
2018-08-24 14:50:59 +02:00
Thomas Herzog
56bab6509c
Merge pull request #21318 from karroffel/gles2-shader-fixes
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[GLES2] attempt to fix some android problems
2018-08-24 12:14:20 +02:00
Thomas Herzog
d61fc6a97b
Merge pull request #21317 from karroffel/gles2-canvas-texture-sampler-long-branch-name
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[GLES2] fix canvas_item sampler allocation
2018-08-23 17:11:00 +02:00
Thomas Herzog
a7bedaf935
[GLES2] attempt to fix some android problems
2018-08-23 17:08:16 +02:00
Thomas Herzog
da876907fd
[GLES2] fix canvas_item sampler allocation
2018-08-23 16:46:43 +02:00
Thomas Herzog
8e7454e5d7
enable hardware skeletons
2018-08-23 16:13:45 +02:00
Marcin Zawiejski
bd5ff205b2
Revert "Batch GLES2 draw calls"
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This reverts commit f55039b194
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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.
2018-08-20 02:10:14 +02:00
Thomas Herzog
b4ce1e3005
Merge pull request #20965 from dragmz/gles2_batching
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Batch GLES2 draw calls
2018-08-18 18:37:52 +02:00
Marcin Zawiejski
f55039b194
Batch GLES2 draw calls
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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).
2018-08-14 10:47:16 +02:00
Nick Hahn
66eba18969
Fix handling of normals that approach 1
2018-08-12 12:45:43 +02:00
Thomas Herzog
1800664e80
Merge pull request #20805 from karroffel/gles2-misc-fixes
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unhacking some GLES2 code
2018-08-08 17:28:35 +02:00
Thomas Herzog
73fe08be2e
GLES2 refactors
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This commit unhacks some parts of the 3D rendering.
Most notably:
- possibility to use negative texture units
(no longer weird manual index allocation for user samplers)
- refactoring of light code, now sorts in a different way,
should yield better performance
- fixes a crash while saving (because of "Illegal instruction" execution)
when using a decent compiler (clang, it's clang. Thanks GCC for not telling me about UB).
2018-08-08 17:09:44 +02:00
Hugo Locurcio
31c12f05c4
Tweak the default SpatialMaterial properties
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Roughness is now set to 1 by default and albedo is now white,
even on meshes that do not have any materials defined.
This means there is no longer a visual difference between a
mesh with no materials defined and a mesh with a default
SpatialMaterial defined.
2018-08-07 17:04:30 +02:00
karroffel
b64171e79c
add initial GLES2 3D renderer
2018-07-27 14:15:46 +02:00
karroffel
eac4c984df
add GLES 2 renderer for 2D
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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.
2018-03-01 15:12:30 +01:00
Rémi Verschelde
7ad14e7a3e
Dead code tells no tales
2017-08-27 22:13:45 +02:00
Poommetee Ketson
2fd204c35e
Refactor 'treshold' to 'threshold'
2017-07-08 22:24:56 +07:00
Juan Linietsky
12a8fedfe6
Some changes to dual paraboloid envmap generation, fixes somme bleeding
2017-07-05 19:39:45 -03:00