godot/drivers/gles2
lawnjelly f4cb88e232 Fix transforms in custom shaders using large FVF
In small batches using hardware transform, vertices would be drawn in incorrect positions due to the item transform being applied twice - once in the transform uniform, and once from the transform passed as a vertex attribute.

This PR alters the shader to ignore uniform transforms when using large FVF.
2020-10-25 12:57:42 +00:00
..
shaders Fix transforms in custom shaders using large FVF 2020-10-25 12:57:42 +00:00
rasterizer_canvas_base_gles2.cpp Reverting changes to legacy polys and generic prims 2020-10-22 10:01:25 +01:00
rasterizer_canvas_base_gles2.h Unified GLES2 / GLES3 Batching 2020-10-16 10:34:47 +01:00
rasterizer_canvas_gles2.cpp Fix transforms in custom shaders using large FVF 2020-10-25 12:57:42 +00:00
rasterizer_canvas_gles2.h Unified GLES2 / GLES3 Batching 2020-10-16 10:34:47 +01:00
rasterizer_gles2.cpp Unified GLES2 / GLES3 Batching 2020-10-16 10:34:47 +01:00
rasterizer_gles2.h Unified GLES2 / GLES3 Batching 2020-10-16 10:34:47 +01:00
rasterizer_scene_gles2.cpp Add fast approximate antialiasing (FXAA) to Viewport 2020-10-20 14:54:52 +02:00
rasterizer_scene_gles2.h Add fast approximate antialiasing (FXAA) to Viewport 2020-10-20 14:54:52 +02:00
rasterizer_storage_gles2.cpp Add fast approximate antialiasing (FXAA) to Viewport 2020-10-20 14:54:52 +02:00
rasterizer_storage_gles2.h Add fast approximate antialiasing (FXAA) to Viewport 2020-10-20 14:54:52 +02:00
SCsub
shader_compiler_gles2.cpp
shader_compiler_gles2.h
shader_gles2.cpp
shader_gles2.h