godot/drivers/gles3
Juan Linietsky 2da3f48e5a -Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to make it more GLSL compatible
-Fixed referencing of world_transform in fragment shader not working
-Fixed unsycn bug related to getting shader param list from the server
-Fixed getting all textures from shader properly, fixes #8353
2017-06-17 11:03:48 -03:00
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shaders -Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to make it more GLSL compatible 2017-06-17 11:03:48 -03:00
rasterizer_canvas_gles3.cpp TIME constant reverted to a single float, fixes #9123 2017-06-16 08:30:21 -03:00
rasterizer_canvas_gles3.h TIME constant reverted to a single float, fixes #9123 2017-06-16 08:30:21 -03:00
rasterizer_gles3.cpp Restored everything related to information polling, and added information box for viewport. 2017-06-11 18:13:04 -03:00
rasterizer_gles3.h
rasterizer_scene_gles3.cpp Fix transparent background rendering, closes #8703 2017-06-17 08:59:43 -03:00
rasterizer_scene_gles3.h TIME constant reverted to a single float, fixes #9123 2017-06-16 08:30:21 -03:00
rasterizer_storage_gles3.cpp -Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to make it more GLSL compatible 2017-06-17 11:03:48 -03:00
rasterizer_storage_gles3.h Fix transparent background rendering, closes #8703 2017-06-17 08:59:43 -03:00
SCsub
shader_compiler_gles3.cpp Add AT_LIGHT_PASS builtin to canvas shaders 2017-06-15 02:03:15 +02:00
shader_compiler_gles3.h
shader_gles3.cpp Rework shading modes and change location of light shader 2017-06-01 18:56:02 -03:00
shader_gles3.h