Bastiaan Olij
db32707bb2
Stereo rendering: Fix omni lights
2024-05-22 10:09:31 +10:00
Rémi Verschelde
7d03b1de0b
Style: Trim trailing whitespace and ensure newline at EOF
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Found by apply the file_format checks again via #91597 .
2024-05-08 10:12:46 +02:00
semensanyok
e378083fa5
fix typo in e41064388e
breaking gles3
2024-05-02 00:32:39 +02:00
QbieShay
e41064388e
reverted naming to premul alpha (no T)
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Initially 3d had premulT alpha as a keyword.
Since Canvas item uses mixed premul and premult as keywords,
3D is changed as well to keep consistency with 2D.
Unfortunately this keeps inconsistency with the internal ENUM.
2024-05-01 22:24:49 +02:00
QbieShay
41a2b0e83e
Added premult alpha blending to 3D (spatial) shaders.
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Co-authored-by: jitspoe <jitspoe@yahoo.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2024-05-01 00:53:29 +02:00
Bastiaan Olij
d2d22748b4
Fix issue in shadow to opacity
2024-04-26 21:54:26 +10:00
Rémi Verschelde
a07f89bfb2
Merge pull request #91176 from clayjohn/GL-adjustments
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Add adjustments and color correction to Compatibility renderer
2024-04-26 11:08:56 +02:00
Rémi Verschelde
22c8a2785d
Merge pull request #90920 from clayjohn/2D-light-cull
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Exit light calculation early when pixel outside of light bounding rectangle
2024-04-26 11:08:29 +02:00
clayjohn
e8bb0a5719
Add adjustments and color correction to Compatibility renderer
2024-04-25 12:24:51 -07:00
Rob Blanckaert
ffe0b869f5
Add LIGHT_VERTEX to fragment shader
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Adds a new variable to the fragment shader to specify
the vertex position used when calculating lighting.
2024-04-25 06:56:02 -07:00
clayjohn
506e93a207
Exit light calculation early when pixel outside of light bounding rectangle
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This hugely improves the performance of rendering PointLight2Ds
2024-04-19 16:10:11 -07:00
Bastiaan Olij
509d8dba2a
Add reflection probe support to compatibility renderer using 2 probe approach.
2024-04-09 16:53:28 +10:00
Rémi Verschelde
b4b4919736
Merge pull request #88816 from joined72/gles3_gpuparticles2d_fixes
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Fix CPU/GPUParticles2D bugs on Compatibility Rendering (GLES3) on Adreno 3XX devices.
2024-04-04 14:31:07 +02:00
Khasehemwy
d950f5f838
Use Reverse Z for the depth buffer
2024-04-04 13:54:15 +02:00
joined72
4df39dc140
Fix CPU/GPUParticles2D bugs on Compatibility Rendering (GLES3) on Adreno 3XX devices.
2024-04-02 11:24:13 +02:00
Rémi Verschelde
1186d4a8df
Merge pull request #89094 from permelin/fix-particle-userdata-gles3
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Fix `USERDATA` built-ins for GLES3 particle shaders
2024-03-08 13:09:30 +01:00
David Snopek
e35ccf92d0
Fix rendering issue with depth in WebXR
2024-03-04 15:13:35 -06:00
Per Melin
24b58c655a
Fix USERDATA built-ins for GLES3 particle shaders
2024-03-02 18:41:38 +01:00
Alexander Hartmann
e17cecf54a
Fix Compatibility Rendering (GLES3) on old and low budget devices.
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Co-Authored-By: joined72 <19651914+joined72@users.noreply.github.com>
2024-02-22 00:24:08 +01:00
David Snopek
1e67de5e0c
Fix OpenGL on Android after adding optional depth fog
2024-02-21 09:54:38 -06:00
Bastiaan Olij
c2a4657a70
Change glow calculation back to max(r,g,b)
2024-02-21 11:33:10 +11:00
Bastiaan Olij
aa260e5f3d
Implement glow/bloom on compatibility renderer
2024-02-19 13:29:43 +11:00
Eidolon
08f4560e69
Add optional depth fog
2024-02-17 22:39:34 -03:00
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
Alula
ea229f5148
OpenGL: Implement 3D Texture support
2024-02-05 20:10:39 +01:00
Rémi Verschelde
6809791fee
Merge pull request #87553 from clayjohn/GLES3-shader-compilation
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Significantly improve the speed of shader compilation in compatibility backend
2024-01-29 21:33:49 +01:00
Rémi Verschelde
1ce40ebb44
Merge pull request #87386 from clayjohn/GLES3-lightmap-bake
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Add GLES3 infrastructure for lightmap baking in the compatibility backend
2024-01-26 11:44:37 +01:00
Yuri Sizov
3f7ea71e88
Merge pull request #87495 from jsjtxietian/USE_LIGHT_SHADER_CODE
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Clean up outdated `USE_LIGHT_SHADER_CODE` usage
2024-01-25 16:27:14 +01:00
Yuri Sizov
1b83e8ae81
Merge pull request #87460 from BastiaanOlij/stereo_ivec
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Add ivec variants to multiview_uv for stereo rendering
2024-01-25 16:27:10 +01:00
clayjohn
efb1cbaad4
Add GLES3 infrastructure for lightmap baking in the compatibility backend
2024-01-24 17:13:30 -08:00
clayjohn
f1781fe9d1
Significantly improve the speed of shader compilation in compatibility backend
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Compile the unlit version by default to save on both cache size and compile time
2024-01-24 14:05:03 -08:00
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
Bastiaan Olij
1066f01607
Add ivec variants to multiview_uv for stereo rendering
2024-01-23 16:13:31 +11:00
kleonc
0fe7eead02
Fix 2D normals for transposed texture
2024-01-15 17:34:29 +01:00
Rémi Verschelde
774c4631fd
Merge pull request #84733 from clayjohn/GL-CanvasGroup-performance
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Only copy the relevant portion of the screen when copying to backbuffer in Compatibility backend
2024-01-08 11:50:12 +01:00
Rémi Verschelde
e72e63a6b5
Merge pull request #85837 from akien-mga/clang-format-16
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Style: Mark clang-format 16 as supported for pre-commit hook
2024-01-05 12:04:44 +01:00
Rémi Verschelde
49f4860ce3
Style: Mark clang-format 16 as supported for pre-commit hook
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It only introduced a difference in a .glsl file, which I've worked
around by removing an empty line. This keeps formatting consistent
between clang-format 15 and 16.
Also added a change in the 3-to-4 project converter to fix bogus
formatting in clang-format < 17.
2023-12-06 13:26:53 +01:00
David Snopek
749f60ee36
OpenGL: Implement rendering of lightmaps
2023-12-04 18:34:06 -06:00
Rémi Verschelde
6f16e3f257
Merge pull request #84416 from jsjtxietian/shadow_disabled
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Add `shadows_disabled` macro in Compatibility renderer
2023-12-04 23:03:10 +01:00
clayjohn
e69968b794
Only copy the relevant portion of the screen when copying to backbuffer in Compatibility backend
2023-11-11 00:17:26 +01:00
jsjtxietian
716fd3edfc
Add shadows_disabled macro in Compatibility renderer
2023-11-07 18:55:26 +08:00
BlueCube3310
f31371c04e
Automatically ensure correct normals in Compatibility renderer
2023-10-22 15:00:11 +02:00
mrjustaguy
09a2a7c54e
Remove PSSM Fade
2023-10-13 12:01:23 +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
clayjohn
af1d81d95a
Only perform modelview transform on tangent and binormal when vertex shader is in local space
2023-10-05 22:08:36 -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
clayjohn
cb7200b028
Implement 3D shadows in the GL Compatibility renderer
2023-09-28 09:39:26 +02:00
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