BlueCube3310
8714b36171
Fix rendering material when UV2 is compressed
2025-02-06 20:24:46 +01:00
Stayd
40f17127ef
Fix User-supplied Normals Being Ignored
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Moves the initialization of the geo_normal value
to after the user shader code, so that the normal
supplied by the user is actually used instead of
the interpolated vertex normal.
2024-12-27 13:01:20 -07:00
Thaddeus Crews
1536e0e236
Merge pull request #100441 from StaydMcMuffin/scene-shaders-tbn-fixes
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Scene Shaders - TBN Vector Fixes
2024-12-19 19:59:58 -06:00
Thaddeus Crews
2fcd8223e8
Merge pull request #99538 from Geometror/lightmap-gi-transparent-surface
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Add transparency support for LightmapGI
2024-12-19 19:59:52 -06:00
Hendrik Brucker
a3525bc015
Add transparency support for LightmapGI
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Co-authored-by: Guerro323 <kaltobattle@gmail.com>
2024-12-18 19:36:16 +01:00
Stayd
ed0e3d7da8
Scene Shaders - TBN Fixes
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Fixes two errors related to the normal, tangent,
and bitangent vectors, namely normals not always
being inverted on backfaces, and normalization
being reversed from what MikkTSpace expects.
2024-12-16 22:36:23 -07:00
Andrew_Shobbrook
e42def12d0
Implement per-light Specular property in DirectionalLight3D
2024-12-16 19:18:18 +01:00
Rémi Verschelde
736dcf72cc
Merge pull request #100125 from alessand10/uniform-variable-fix
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Move uniform variables up in the `gles3/scene.glsl` template so that they are available within the `#GLOBALS` scope
2024-12-14 18:25:38 +01:00
clayjohn
356fa37f89
Small fixups for the new reflection probe blending
2024-12-12 17:29:21 -08:00
Thaddeus Crews
7c015a768f
Merge pull request #99958 from lander-vr/reflection-probe-blend-property
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Add Blend Distance property to ReflectionProbe
2024-12-12 16:13:32 -06:00
BlueCube3310
189c8eb671
Implement shadowmasks for LightmapGI
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Co-authored-by: dearthdev <nathandearthdev@gmail.com>
2024-12-12 11:00:28 +01:00
Alessandro
c153c5b3cf
Moved uniform variables up so that they are available within the #GLOBAL scope
2024-12-06 17:39:31 -05:00
clayjohn
9320865796
Avoid calculating dynamic lights when lights are baked into LightmapGI using the static bake mode
2024-12-06 10:17:44 -08:00
landervr
05010180ce
ReflectionProbe add Blend Distance
2024-12-05 23:29:47 +01:00
Chaosus
a64b3fd3f8
Allow SCREEN_UV to be used in light function of spatial shader
2024-11-19 11:39:49 +03:00
Clay John
842f982397
Merge pull request #96819 from clayjohn/GLES3-instance-uniforms
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Implement instance uniforms in Compatibility renderer
2024-10-07 13:41:47 -06:00
ywmaa
0a9ad8f9de
Implement vertex shading
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This adds support in all backends, but the Compatibility renderer works the best.
Mobile and Forward+ can only support one directional light shader (the first in the tree)
While the Compatibility renderer supports any number of shadows.
Co-authored-by: Clay John <claynjohn@gmail.com>
2024-09-29 00:36:09 +02:00
clayjohn
29df589632
Implement instance uniforms in Compatibility renderer
2024-09-10 12:20:47 -07:00
BlueCube3310
a89f4fa5a9
LightmapGI: Pack L1 SH coefficients for directional lightmaps
2024-09-05 22:46:58 +02:00
Chaosus
f538376c3b
Add CLIP_SPACE_FAR built-in to spatial shader
2024-08-27 08:48:46 +03:00
Rémi Verschelde
68d188d521
Merge pull request #95888 from clayjohn/Lightmap-SH-coefficients
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Use correct lightmap coefficients to ensure that the directional lightmap mode looks correct
2024-08-25 20:18:18 +02:00
clayjohn
f4ccba7508
Use correct lightmap coefficients to ensure that the directional lightmap mode looks correct
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Also remove the metallic option from directional lightmap as it is guaranteed to return negative numbers in many cases
2024-08-21 10:24:32 -07:00
Rémi Verschelde
8acd82f70e
Merge pull request #89919 from BlueCube3310/bicubic-lightmap
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Implement bicubic sampling for lightmaps
2024-08-20 10:01:41 +02:00
Rémi Verschelde
333f0f910f
Merge pull request #86000 from jsjtxietian/add-missing-model_normal_matrix
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Add `model_normal_matrix` for fragment shader
2024-08-20 10:01:36 +02:00
jsjtxietian
e698351db2
Add model_normal_matrix for fragment shader
2024-08-20 12:39:29 +08:00
Rémi Verschelde
824a97120e
Merge pull request #92213 from clayjohn/ambient-disabled
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Disable all sources of ambient light when `ambient_light_disabled` render mode is used
2024-08-19 12:08:31 +02:00
BlueCube3310
ef9bb1a207
Implement support for bicubic lightmap filtering
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Co-authored-by: Calinou <hugo.locurcio@hugo.pro>
2024-08-19 09:52:09 +02:00
jsjtxietian
970a237c20
Fix undefined alpha_scissor in standard shader
2024-08-15 11:44:11 +08:00
Rémi Verschelde
6a79d848a8
Merge pull request #94564 from rothej/fix-94183
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Fix FOG shader issue in Compatibility mode
2024-07-23 13:08:12 +02:00
Joshua Rothe
d751545391
Fix FOG shader issue in Compatibility mode
2024-07-23 11:25:10 +02:00
cosformula
fa8b4d84fb
GLES3: Fix directional shadow on Metal ANGLE
2024-07-23 11:24:13 +02:00
sunfl0w
0e56b64fc4
Fix albedo value wraparound in Compatibility render mode
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Using the Compatibility renderer results in wrapped albedo values if a custom shader returns albedo values outside the expected range of [0,1].
This commit fixed this issue by clamping the albedo value to [0,1] right after the custom shader is executed.
Fixes #91919
2024-06-13 13:32:28 +02:00
clayjohn
6fbef0669d
Disable all sources of ambient light when ambient_light_disabled render mode is used
2024-05-21 10:42:12 -07:00
semensanyok
e378083fa5
fix typo in e41064388e breaking gles3
2024-05-02 00:32:39 +02:00
QbieShay
e41064388e
reverted naming to premul alpha (no T)
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Initially 3d had premulT alpha as a keyword.
Since Canvas item uses mixed premul and premult as keywords,
3D is changed as well to keep consistency with 2D.
Unfortunately this keeps inconsistency with the internal ENUM.
2024-05-01 22:24:49 +02:00
QbieShay
41a2b0e83e
Added premult alpha blending to 3D (spatial) shaders.
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Co-authored-by: jitspoe <jitspoe@yahoo.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2024-05-01 00:53:29 +02:00
Bastiaan Olij
d2d22748b4
Fix issue in shadow to opacity
2024-04-26 21:54:26 +10:00
Rémi Verschelde
a07f89bfb2
Merge pull request #91176 from clayjohn/GL-adjustments
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Add adjustments and color correction to Compatibility renderer
2024-04-26 11:08:56 +02:00
clayjohn
e8bb0a5719
Add adjustments and color correction to Compatibility renderer
2024-04-25 12:24:51 -07:00
Rob Blanckaert
ffe0b869f5
Add LIGHT_VERTEX to fragment shader
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Adds a new variable to the fragment shader to specify
the vertex position used when calculating lighting.
2024-04-25 06:56:02 -07:00
Bastiaan Olij
509d8dba2a
Add reflection probe support to compatibility renderer using 2 probe approach.
2024-04-09 16:53:28 +10:00
Rémi Verschelde
b4b4919736
Merge pull request #88816 from joined72/gles3_gpuparticles2d_fixes
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Fix CPU/GPUParticles2D bugs on Compatibility Rendering (GLES3) on Adreno 3XX devices.
2024-04-04 14:31:07 +02:00
Khasehemwy
d950f5f838
Use Reverse Z for the depth buffer
2024-04-04 13:54:15 +02:00
joined72
4df39dc140
Fix CPU/GPUParticles2D bugs on Compatibility Rendering (GLES3) on Adreno 3XX devices.
2024-04-02 11:24:13 +02:00
David Snopek
e35ccf92d0
Fix rendering issue with depth in WebXR
2024-03-04 15:13:35 -06:00
Alexander Hartmann
e17cecf54a
Fix Compatibility Rendering (GLES3) on old and low budget devices.
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Co-Authored-By: joined72 <19651914+joined72@users.noreply.github.com>
2024-02-22 00:24:08 +01:00
David Snopek
1e67de5e0c
Fix OpenGL on Android after adding optional depth fog
2024-02-21 09:54:38 -06:00
Bastiaan Olij
aa260e5f3d
Implement glow/bloom on compatibility renderer
2024-02-19 13:29:43 +11:00
Eidolon
08f4560e69
Add optional depth fog
2024-02-17 22:39:34 -03:00
Erik Johnson
eab95698cd
Fix shadows for billboarded Sprite3D's
2024-02-13 10:36:38 +01:00