godot/drivers/gles2
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
..
shaders Explicitly use floating point numbers in the our shaders 2019-02-24 23:35:10 +00:00
rasterizer_canvas_gles2.cpp -Support DEPTH_TEXTURE in GLES2, fixes #25106 2019-02-22 11:35:39 -03:00
rasterizer_canvas_gles2.h Make alpha 1.0 when using texscreen, fixes #25850 2019-02-21 19:43:34 -03:00
rasterizer_gles2.cpp GLES2: Clarify why we exclude debug code on iOS 2019-01-11 20:04:13 +01:00
rasterizer_gles2.h Update copyright statements to 2019 2019-01-01 12:58:10 +01:00
rasterizer_scene_gles2.cpp -Support DEPTH_TEXTURE in GLES2, fixes #25106 2019-02-22 11:35:39 -03:00
rasterizer_scene_gles2.h -Support DEPTH_TEXTURE in GLES2, fixes #25106 2019-02-22 11:35:39 -03:00
rasterizer_storage_gles2.cpp Fixed issue with buffers being wrongly cleared, closes #25484 2019-02-24 00:33:22 -03:00
rasterizer_storage_gles2.h Core: Ensure classes match their header filename 2019-02-12 13:34:25 +01:00
SCsub SCons: Build thirdparty code in own env, disable warnings 2018-09-28 14:07:39 +02:00
shader_compiler_gles2.cpp -Support DEPTH_TEXTURE in GLES2, fixes #25106 2019-02-22 11:35:39 -03:00
shader_compiler_gles2.h Update copyright statements to 2019 2019-01-01 12:58:10 +01:00
shader_gles2.cpp Fix typos with codespell 2019-02-13 09:23:29 +01:00
shader_gles2.h Properly dispose of custom shaders, closes #19300 2019-01-25 19:28:27 -03:00