Commit graph

10 commits

Author SHA1 Message Date
Hein-Pieter van Braam
a83e77fded Explicitly use floating point numbers in the our shaders
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
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
Juan Linietsky
c023a132d0 Fixed orthogonal projection in all effects and post processes 2017-09-07 20:16:33 -03:00
Juan Linietsky
5d02b948a9 Cleaned up Screen Space Reflections, closes #8119 2017-06-16 08:30:21 -03:00
Juan Linietsky
29cfc365aa Fixes to SSR, WIP. 2017-06-16 08:30:21 -03:00
volzhs
e65b8b666c Fix failing to compile shader on Adreno GPU 2017-04-02 23:16:25 +09:00
Rémi Verschelde
debeee56f7 Fix typos in source code using codespell
From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
Juan Linietsky
27a46d78ec Subsurface scattering material param is now working! 2016-12-02 22:23:16 -03:00
Juan Linietsky
a47c78aed1 Screen space reflection effect 2016-11-29 19:55:12 -03:00