godot/drivers/gles3
clayjohn 04846c1d6d Avoid default fallback material when using world_vertex_coords
This avoids z-fighting between the opaque shader and the depth prepass shader
2023-10-05 19:11:48 -06:00
..
effects Implement 3D shadows in the GL Compatibility renderer 2023-09-28 09:39:26 +02:00
environment [macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add EGL_ANDROID_blob_cache caching. 2023-09-21 14:21:00 +03:00
shaders Vertex and attribute compression to reduce the size of the vertex format. 2023-10-05 12:02:23 -06:00
storage Avoid default fallback material when using world_vertex_coords 2023-10-05 19:11:48 -06:00
rasterizer_canvas_gles3.cpp Vertex and attribute compression to reduce the size of the vertex format. 2023-10-05 12:02:23 -06:00
rasterizer_canvas_gles3.h
rasterizer_gles3.cpp [macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add EGL_ANDROID_blob_cache caching. 2023-09-21 14:21:00 +03:00
rasterizer_gles3.h [macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add EGL_ANDROID_blob_cache caching. 2023-09-21 14:21:00 +03:00
rasterizer_scene_gles3.cpp Avoid default fallback material when using world_vertex_coords 2023-10-05 19:11:48 -06:00
rasterizer_scene_gles3.h Implement 3D shadows in the GL Compatibility renderer 2023-09-28 09:39:26 +02:00
SCsub
shader_gles3.cpp Add device info to GLES3 shader cache key hash 2023-09-26 13:01:31 +03:00
shader_gles3.h [macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add EGL_ANDROID_blob_cache caching. 2023-09-21 14:21:00 +03:00