Juan Linietsky
|
2f32a75d2e
Skeletons can now choose between using local or world coords for processing, fixes #26468
|
il y a 6 ans |
Hein-Pieter van Braam
|
a83e77fded
Explicitly use floating point numbers in the our shaders
|
il y a 6 ans |
Juan Linietsky
|
95e34967d8
Fix precision issue with skeletons, closes #26057, closes #26062
|
il y a 6 ans |
Rémi Verschelde
|
769341e180
Cleanup after @reduz :)
|
il y a 6 ans |
Juan Linietsky
|
9ed34d4423
Use GLES2 approach to vertex shading in GLES3, which has been more developed. Fixes #21852
|
il y a 6 ans |
Bastiaan Olij
|
9f266cf7e5
Override GL_position
|
il y a 7 ans |
PouleyKetchoupp
|
ab7759dbd1
Fixed fragment shader compilation error on android (S0001: Cannot compare 'float' with 'int')
|
il y a 6 ans |
Rémi Verschelde
|
37e198c320
Merge pull request #23483 from clayjohn/fragment_camera_view
|
il y a 6 ans |
clayjohn
|
2042d6214e
make VIEW vector available in fragment
|
il y a 7 ans |
Rémi Verschelde
|
dd06f6ee70
Fix style issues and signature mismatch
|
il y a 7 ans |
Juan Linietsky
|
a397d3a46a
Avoid voxel cone trace from going full 180 degrees, fixes #20716
|
il y a 7 ans |
Juan Linietsky
|
78624ad22c
Ensure double sided normalmaps work, fixes #23760
|
il y a 7 ans |
Juan Linietsky
|
8aa38c9ad8
Fix shader bug likely introduced recently.
|
il y a 7 ans |
Juan Linietsky
|
bb9127a78b
Removed unnecesary normal multiplication (only culling was really needed), fixes #17776
|
il y a 7 ans |
Juan Linietsky
|
55f5f4757e
Merge pull request #23248 from dlasalle/fog
|
il y a 7 ans |
Dominique LaSalle
|
6eae6247e4
Add parameter for fog max depth and use alpha as density.
|
il y a 7 ans |
Rémi Verschelde
|
8849d3b47d
Merge pull request #22639 from tagcup/opt
|
il y a 7 ans |
Dominique LaSalle
|
f39d14dd61
Fix gles3 shader to actually multiply specular light by rev_amount for fog calculations.
|
il y a 7 ans |
Ferenc Arn
|
35ea827e83
Avoid some unnecessary calculations in scene.glsl.
|
il y a 7 ans |
Juan Linietsky
|
e0871b0f52
Baker fixes
|
il y a 7 ans |
tagcup
|
9f4e9fcb81
Optimized GGX G function for GLES2.
|
il y a 7 ans |
Ferenc Arn
|
e94f6aacee
Restore the Fresnel term in the BRDF.
|
il y a 7 ans |
Juan Linietsky
|
0de8309b2c
Many fixes to GLES2 renderer, fixed compilation issues in GLES3 shaders.
|
il y a 7 ans |
Rémi Verschelde
|
60312915dc
Fix build after 65fd37c1, using Math_PI
|
il y a 7 ans |
Juan Linietsky
|
65fd37c149
-Rewrote GLES2 lighting and shadows and optimized state changes, did many optimizations, added vertex lighting.
|
il y a 7 ans |
Rémi Verschelde
|
4226d56ca9
Style: Enable clang-format on GLSL shaders
|
il y a 7 ans |
Rémi Verschelde
|
1b6d75a599
Style: Fix code formatting in GLES3 shaders
|
il y a 7 ans |
Nick Hahn
|
66eba18969
Fix handling of normals that approach 1
|
il y a 7 ans |
Hugo Locurcio
|
31c12f05c4
Tweak the default SpatialMaterial properties
|
il y a 7 ans |
Juan Linietsky
|
4b549faaab
transmission was broken, fix was made. Also fixed treshold.
|
il y a 7 ans |