godot/drivers/gles2/shaders
Holger Dammertz 94b0240767 fix gles2 broken panorama sky on oculus quest
This fixes an issue that was fixed for gles3 in #31419 but not applied
to gles2. The fix consists of using a constant scale for cube_normal of -1.0
instead of -1000000. It results in broken panorama rendering on the
oculus quest (see https://github.com/GodotVR/godot_oculus_mobile/issues/29)
2019-09-22 18:53:38 +02:00
..
blend_shape.glsl
canvas.glsl Create shadow_vec for altering shadow computation 2019-09-06 13:55:49 -03:00
canvas_shadow.glsl update algorithm about paking float to vec4 to fix shadow shift and change rgba_shdow options 2019-07-28 11:43:01 +08:00
copy.glsl fix gles2 broken panorama sky on oculus quest 2019-09-22 18:53:38 +02:00
cube_to_dp.glsl GLES2: Define 'lowp' for OpenGL 2.1 2018-12-21 15:14:58 +01:00
cubemap_filter.glsl GLES2: Fix comments in previous commit that broke rendering (!) 2019-03-12 00:26:56 +01:00
effect_blur.glsl fixed bug in mip map sigma 2019-04-12 17:48:38 -07:00
exposure.glsl
lens_distorted.glsl GLES2: Define 'lowp' for OpenGL 2.1 2018-12-21 15:14:58 +01:00
particles.glsl
resolve.glsl
scene.glsl Expose several GLES3 built-ins to GLES2 2019-07-31 19:00:10 +03:00
screen_space_reflection.glsl
SCsub
ssao.glsl
ssao_blur.glsl
ssao_minify.glsl
stdlib.glsl Implemented inverse shader function to GLES2 2019-08-22 08:22:49 +03:00
subsurf_scattering.glsl
tonemap.glsl