godot/drivers/gles3
azagaya b835868067 Create shadow_vec for altering shadow computation
In 2.1 and 3.0, light_vec could be modified for altering shadow_computations.
But it broke shadows when rotating light. shadow_vec would do the same, but without breaking
shadows in rotated lights if not used.

Add inverse light transformation to shadow vec, so it's not affected when rotating lights;

Added usage define for shadow vec.

For shadow vec working properly when rotating a light, it's needed to multiply it by light_matrix normalized. Added usage define in order to don't do that if shadow_vec not used.
2019-09-06 13:55:49 -03:00
..
shaders Create shadow_vec for altering shadow computation 2019-09-06 13:55:49 -03:00
rasterizer_canvas_gles3.cpp properly pass SCREEN_PIEXEL_SIZE to canvas light shader 2019-07-30 13:45:11 -07:00
rasterizer_canvas_gles3.h Update copyright statements to 2019 2019-01-01 12:58:10 +01:00
rasterizer_gles3.cpp Add an option to disable boot splash filtering 2019-06-15 23:53:39 +02:00
rasterizer_gles3.h Add an option to disable boot splash filtering 2019-06-15 23:53:39 +02:00
rasterizer_scene_gles3.cpp Merge pull request #30898 from clayjohn/max-lights-reflections 2019-07-29 16:01:53 +02:00
rasterizer_scene_gles3.h add project setting for max lights and reflections in gles3 2019-07-28 17:54:25 -07:00
rasterizer_storage_gles3.cpp update algorithm about paking float to vec4 to fix shadow shift and change rgba_shdow options 2019-07-28 11:43:01 +08:00
rasterizer_storage_gles3.h Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
SCsub
shader_compiler_gles3.cpp Create shadow_vec for altering shadow computation 2019-09-06 13:55:49 -03:00
shader_compiler_gles3.h Update copyright statements to 2019 2019-01-01 12:58:10 +01:00
shader_gles3.cpp Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
shader_gles3.h Style: Apply new changes from clang-format 8.0 2019-04-09 17:09:48 +02:00