Commit graph

17 commits

Author SHA1 Message Date
clayjohn
99064d57db New OpenGL batching canvas renderer 2022-01-11 22:26:18 -08:00
Clay John
8a10bb7d0d
Use OpenGL 3.3 core profile instead of compatibility profile
- Rename OpenGL to GLES3 in the source code per community feedback.
  - The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
  - The renderer can still be changed in the Project Settings or using
    the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-31 15:56:45 +01:00
Rémi Verschelde
386968ea97 Remove obsolete GLES3 backend
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.

The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.

Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.

So long, OpenGL driver bugs!
2020-02-13 10:36:44 +01:00
clayjohn
670c1b10b2 fixed bug in mip map sigma 2019-04-12 17:48:38 -07:00
Rémi Verschelde
dd06f6ee70 Fix style issues and signature mismatch 2018-11-28 10:21:07 +01:00
Juan Linietsky
af8d941c55 Added luminance capping to avoid glitches on small dots. closes #17996 2018-11-28 01:22:20 -03:00
Rémi Verschelde
4226d56ca9 Style: Enable clang-format on GLSL shaders
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
Rémi Verschelde
1b6d75a599 Style: Fix code formatting in GLES3 shaders 2018-08-24 13:42:18 +02:00
volzhs
1c806abdaa Fix shader compile error on Android
**ERROR**: EffectBlurShaderGLES3: Fragment Program Compilation Failed:
23:191: S0001: Type mismatch, cannot convert from 'int' to 'float'
   At: drivers/gles3/shader_gles3.cpp:168:_display_error_with_code() - EffectBlurShaderGLES3: Fragment Program Compilation Failed:
2018-01-09 16:44:56 +09:00
Juan Linietsky
c023a132d0 Fixed orthogonal projection in all effects and post processes 2017-09-07 20:16:33 -03:00
Juan Linietsky
772485cdb3 Several changes to better run in mobile. 2017-07-22 14:08:17 -03:00
Poommetee Ketson
2fd204c35e Refactor 'treshold' to 'threshold' 2017-07-08 22:24:56 +07:00
Juan Linietsky
3ce046ee0c -Fixed SCREEN_TEXTURE and other related 2D shader parameters.
-Fixded BackBuffercopy object
2017-06-26 22:58:46 -03:00
Juan Linietsky
22a90e8f2a DOF blur, near and far fields.. 2016-12-10 01:13:20 -03:00
Juan Linietsky
18ebd22000 Multi stage glow with light bleeding from HDR 2016-12-08 09:48:38 -03:00
Juan Linietsky
a299c3ebf1 Support for SSAO 2016-12-04 12:45:30 -03:00
Juan Linietsky
1652f876fd Add missing glsl file and remove generated .h files 2016-11-30 07:36:56 +01:00