Rémi Verschelde
28265fb526
Merge pull request #31202 from azagaya/light-data
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Create shadow_vec for altering shadow computation
2019-09-19 20:03:04 +02:00
azagaya
b835868067
Create shadow_vec for altering shadow computation
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In 2.1 and 3.0, light_vec could be modified for altering shadow_computations.
But it broke shadows when rotating light. shadow_vec would do the same, but without breaking
shadows in rotated lights if not used.
Add inverse light transformation to shadow vec, so it's not affected when rotating lights;
Added usage define for shadow vec.
For shadow vec working properly when rotating a light, it's needed to multiply it by light_matrix normalized. Added usage define in order to don't do that if shadow_vec not used.
2019-09-06 13:55:49 -03:00
Yuri Roubinski
4dcee2035a
Implemented inverse shader function to GLES2
2019-08-22 08:22:49 +03:00
Yuri Roubinski
393f142495
Fix GLES2 rendering
2019-08-03 21:21:29 +03:00
Chaosus
8b4c538ab2
Expose several GLES3 built-ins to GLES2
2019-07-31 19:00:10 +03:00
Rémi Verschelde
b697121d75
Merge pull request #30895 from clayjohn/gles2-shader-funcs
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Added round function to gles2
2019-07-29 22:43:26 +02:00
clayjohn
3f25dde6b4
added round function to gles2
2019-07-29 11:17:08 -07:00
RaphaelHunter
47df933c27
update algorithm about paking float to vec4 to fix shadow shift and change rgba_shdow options
2019-07-28 11:43:01 +08:00
clayjohn
150487e728
fix gles2 shadow transparency bug
2019-07-21 23:52:19 -07:00
clayjohn
80d732082b
scale vertex lit lights by envorionment scale
2019-06-19 16:20:14 -07:00
BastiaanOlij
02ea99129e
Adding a new Camera Server implementation to Godot.
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This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15 21:30:32 +10:00
clayjohn
2b8b1d7c46
added MultiMeshInstance2D node for using MultiMesh in 2D
2019-06-03 12:11:54 -07:00
clayjohn
3365595254
do not compute fog when using unshaded in GLES2
2019-05-23 17:17:27 -07:00
Bastiaan Olij
3ea778e66e
Implement shadow to opacity
2019-05-21 20:07:46 +10:00
Rémi Verschelde
e0574e1d98
Fix typos with codespell
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Using codespell 1.15.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-05-19 13:10:35 +02:00
Rémi Verschelde
aa3c5f59f2
Merge pull request #27898 from clayjohn/metallic_radiance
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Added radiance when using clear color
2019-05-14 07:32:01 +02:00
clayjohn
5c252092e1
added radiance when using clear color and fixed brdf
2019-05-13 12:26:54 -07:00
Rémi Verschelde
86a74e2cb3
Merge pull request #27798 from clayjohn/gles2-proj-mat-bug
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Fixes bug when setting projection matrix in shader GLES2
2019-05-13 17:59:40 +02:00
Guilherme Souza
b363125568
Fix SHADOWS_DISABLED flag in GLES2
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Signed-off-by: Guilherme Souza <gdsdsilva@inf.ufpel.edu.br>
2019-05-07 12:42:28 -03:00
clayjohn
e37d723695
fixes bug when setting projection matrix
2019-04-30 08:36:38 -07:00
Rémi Verschelde
a3617f6ca8
Merge pull request #28431 from SouzaGuilherme/master
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Adds flag AMBIENT_LIGHT_DISABLED to GLES2
2019-04-29 16:55:36 +02:00
Guilherme Souza
61a844aa61
Adds flag AMBIENT_LIGHT_DISABLED to GLES2
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Signed-off-by: Guilherme Souza <gdsdsilva@inf.ufpel.edu.br>
2019-04-25 20:25:05 -03:00
clayjohn
670c1b10b2
fixed bug in mip map sigma
2019-04-12 17:48:38 -07:00
clayjohn
5056b4a02c
keep DEPTH from causing compile error in GLES2
2019-03-28 22:14:41 -07:00
Rémi Verschelde
3ebde6fac3
GLES2: Fix comments in previous commit that broke rendering (!)
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Do NOT use "[vertex]" in a comment...
Kids, don't try to learn OpenGL on a production branch right before
a stable release.
2019-03-12 00:26:56 +01:00
Rémi Verschelde
74e224f2c7
GLES2: Add comments around EXT_shader_texture_lod check
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To avoid reintroducing bugs as I did in #26928 and #26932 .
texture2DLodEXT and textureCubeLodEXT are only for the fragment shader with
https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_shader_texture_lod.txt
In the vertex shader, texture2DLod and textureCubeLod are built-in.
2019-03-11 23:18:21 +01:00
Rémi Verschelde
764671d2d0
Revert "GLES2: Ensure extension checks for texture2DLod"
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This reverts commit f5f565e3e4
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2019-03-11 23:12:49 +01:00
Rémi Verschelde
4cdb2d0502
Revert "GLES2: Fix regression on texture2DLod extension checks"
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This reverts commit 8c2d38152f
.
2019-03-11 23:12:39 +01:00
Rémi Verschelde
8c2d38152f
GLES2: Fix regression on texture2DLod extension checks
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These can't be done after any non-preprocessor token.
2019-03-11 21:59:20 +01:00
Rémi Verschelde
f5f565e3e4
GLES2: Ensure extension checks for texture2DLod
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In canvas.glsl and scene.glsl, we were using texel2DFetch from stdlib.glsl,
which uses texture2DLod. In both cases, the stdlib.glsl include came before
the define of texture2DLod.
Might fix issues for drivers that don't support GL_EXT_shader_texture_lod.
2019-03-11 19:34:31 +01:00
Rémi Verschelde
b753223ac2
Merge pull request #26567 from clayjohn/pixel_snap_artifact
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Fixed pixel snap precision artifact
2019-03-04 16:58:08 +01:00
clayjohn
b804c491b7
fixed pixel snap precision artifact
2019-03-04 07:18:02 -08:00
Rémi Verschelde
b811207406
More style cleanup...
2019-03-04 10:11:29 +01:00
Juan Linietsky
2f32a75d2e
Skeletons can now choose between using local or world coords for processing, fixes #26468
2019-03-03 12:24:00 -03:00
Rémi Verschelde
0ba75c195e
Fix GCC 5 build after #26331 and cleanup style
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Also cleanup after 01a3dd3
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2019-02-27 09:01:24 +01:00
Rémi Verschelde
e47b4bdc3d
Merge pull request #26286 from kaadmy/gles2_ortho_shadow
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Fix orthographic shadow color when using GLES2
2019-02-26 08:50:42 +01:00
Juan Linietsky
a32b26dfa2
Several fixes to make GLES2 on HTML5 work much better.
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Changed math class error reporting to be a bit less paranoid.
2019-02-25 21:47:29 -03:00
KaadmY
e1a34d0728
Fix orthographic shadow color when using GLES2
2019-02-25 13:57:23 -08:00
Juan Linietsky
74d0ed2236
Many separate fixes to ensure non power of 2 textures work on GLES2, closes #25897 and many others
2019-02-24 22:36:53 -03:00
Hein-Pieter van Braam
a83e77fded
Explicitly use floating point numbers in the our shaders
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We need to be explicit about using floating point numbers in our shaders
for compatibility with mobile GLES drivers.
2019-02-24 23:35:10 +00:00
Juan Linietsky
d79c8d7655
Fix vertex lighting in GLES2, closes #25365
2019-02-23 19:53:04 -03:00
Juan Linietsky
aab8f443f9
-Support DEPTH_TEXTURE in GLES2, fixes #25106
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-Fix use of transparent framebuffers in GLES2
-Fix use of ambient color clearing in GLES2 when no environment exists.
2019-02-22 11:35:39 -03:00
Rémi Verschelde
c4b736d7ad
Fix code style issues
2019-02-22 09:52:27 +01:00
JFonS
32e7641667
Revert back to ignoring LIGHT_VEC for 2D shadows
2019-02-21 12:16:10 +01:00
clayjohn
9b0326d2f3
added shadow_color property to gles2
2019-02-17 23:57:57 -08:00
Juan Linietsky
4af8009b9d
Fix fog in GLES2 by using epic hack, closes #25410
2019-02-12 14:35:16 -03:00
Rémi Verschelde
204f9083f4
Merge pull request #25682 from JFonS/fix_light_canvas_gles2
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Fix canvas light shaders on GLES2
2019-02-12 11:27:21 +01:00
JFonS
076a342a4e
Make LIGHT_VEC affect 2D shadows again
2019-02-10 21:14:32 +01:00
JFonS
5186d4f3ad
Fix canvas light shaders on GLES2
2019-02-07 15:58:36 +01:00
Juan Linietsky
2e5ede7a4e
Properly discard fragments during depth prepass opaque pass, fixes #23321
2019-01-27 20:20:07 -03:00