godot/drivers/gles3
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_gles3.cpp Add -Wshadow=local to warnings and fix reported issues. 2019-02-20 19:44:12 +01:00
rasterizer_canvas_gles3.h Update copyright statements to 2019 2019-01-01 12:58:10 +01:00
rasterizer_gles3.cpp Update copyright statements to 2019 2019-01-01 12:58:10 +01:00
rasterizer_gles3.h Update copyright statements to 2019 2019-01-01 12:58:10 +01:00
rasterizer_scene_gles3.cpp Ensure that no depth test is used (specially in prepass) for objects that dont test or draw depth, fixes #25201 2019-02-22 14:48:10 -03:00
rasterizer_scene_gles3.h Many fixes regarding depth buffer clearing, closes #25994, closes #25975 2019-02-21 12:31:41 -03:00
rasterizer_storage_gles3.cpp Properly update materials when adding surface, fixes #23790 2019-02-22 16:27:00 -03:00
rasterizer_storage_gles3.h On mobile, check for float and half float frameuffers supported, fixes #25324, fixes #25325. 2019-02-13 07:14:36 -03:00
SCsub BuildSystem: generated files have .gen.extension 2017-06-25 07:55:01 +07:00
shader_compiler_gles3.cpp Fix typos with codespell 2019-02-13 09:23:29 +01:00
shader_compiler_gles3.h Update copyright statements to 2019 2019-01-01 12:58:10 +01:00
shader_gles3.cpp Further fixes to avoid memory corruption, closes #25336 2019-01-26 10:47:04 -03:00
shader_gles3.h Properly dispose of custom shaders, closes #19300 2019-01-25 19:28:27 -03:00